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In Games of Property, distinguished critic Thadious M. Davis provides a dazzling new interpretation of William Faulkner’s Go Down, Moses. Davis argues that in its unrelenting attention to issues related to the ownership of land and people, Go Down, Moses ranks among Faulkner’s finest and most accomplished works. Bringing together law, social history, game theory, and feminist critiques, she shows that the book is unified by games—fox hunting, gambling with cards and dice, racing—and, like the law, games are rule-dependent forms of social control and commentary. She illuminates the dual focus in Go Down, Moses on property and ownership on the one hand and on masculine sport and social ritual on the other. Games of Property is a masterful contribution to understandings of Faulkner’s fiction and the power and scope of property law.
The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
Comprises 18 contributions on game theory and its applications. Representative topics include: the normalized Banzhaf value and the Banzhaf share function; game problems on rotation surfaces; an optimal stopping of random walks game with reflection; Nash- Hurwitz equilibrium for non-cooperative games; a survey on communication in cooperation games; and selectors of the core and consistency properties. Annotation copyrighted by Book News, Inc., Portland, OR
This book systematically presents the main solutions of cooperative games: the core, bargaining set, kernel, nucleolus, and the Shapley value of TU games as well as the core, the Shapley value, and the ordinal bargaining set of NTU games. The authors devote a separate chapter to each solution, wherein they study its properties in full detail. In addition, important variants are defined or even intensively analyzed.
In America, we are eager to claim ownership: our homes, our ideas, our organs, even our own celebrity. But beneath our nation’s proprietary longing looms a troublesome question: what does it mean to own something? More simply: what is property? The question is at the heart of many contemporary controversies, including disputes over who owns everything from genetic material to indigenous culture to music and film on the Internet. To decide if and when genes or culture or digits are a kind of property that can be possessed, we must grapple with the nature of property itself. How does it originate? What purposes does it serve? Is it a natural right or one created by law? Accessible and mercifully free of legal jargon, American Property reveals the perpetual challenge of answering these questions, as new forms of property have emerged in response to technological and cultural change, and as ideas about the appropriate scope of government regulation have shifted. This first comprehensive history of property in the United States is a masterly guided tour through a contested human institution that touches all aspects of our lives and desires. Stuart Banner shows that property exists to serve a broad set of purposes, constantly in flux, that render the idea of property itself inconstant. Despite our ideals of ownership, property has always been a means toward other ends. What property signifies and what property is, we come to see, has consistently changed to match the world we want to acquire.
Beginning HTML5 Games with CreateJS provides a hands-on approach to get you up and running with the most comprehensive tools available for HTML5 Canvas game development. Whether you are brand new to making games or an experienced game developer, you’ll learn to fully utilize the CreateJS suite to bring your new or existing game techniques to desktop and mobile devices. This book covers everything from creating graphics in HTML5 Canvas to capturing user input (whether from keyboard, mouse, or touch) to using a state machine for efficient game control. There are practical (and fun) examples throughout the book, with four full game projects, including a mobile RPG. The book also covers optimizing your games for mobile and publishing them to app stores. HTML5 games are growing more and more popular, and the demand for HTML5 Canvas skills is on the rise. The CreateJS suite is a powerful toolset that will help you manage Canvas drawing and animations, asset loading, sound management, complex tweening, and much more. Using these robust libraries, you can build powerful and engaging games that reach a wide range of audiences and devices.
AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.
The easy way to make sense of property law Understanding property law is vital for all aspiring lawyers and legal professionals, and property courses are foundational classes within all law schools. Property Law For Dummies tracks to a typical property law course and introduces you to property law and theory, exploring different types of property interests—particularly "real property." In approachable For Dummies fashion, this book gives you a better understanding of the important property law concepts and aids in the reading and analysis of cases, statutes, and regulations. Tracks to a typical property law course Plain-English explanations make it easier to grasp property law concepts Serves as excellent supplemental reading for anyone preparing for their state's Bar Exam The information in Property Law For Dummies benefits students enrolled in a property law course as well as non-students, landlords, small business owners, and government officials, who want to know more about the ins and outs property law.