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In the early morning of May 2, 1981, Danny Hansford was shot dead by James Williams with a World War II vintage Luger in a historic Savannah mansion. For the next eight-and-a-half years, through four murder trials and intrigue which reached the highest levels of Georgia politics—including a former governor and the Georgia Supreme Court—lawyers battled over whether the 50-year-old Williams shot the 21-year-old Hansford in self-defense. The case inspired a best-selling book and a movie directed by Clint Eastwood. Written by Dep Kirkland, who arrived at the scene when Hansford’s body was still on the floor, Lawyer Games is the true story of this remarkable case. Kirkland, the Chief Assistant DA at the time, made the decision to arrest Williams and tried the first of four murder trials alongside the district attorney. His firsthand knowledge allows him not only to deeply analyze the murder case but also to expose the legal mischief spawned when a defendant facing unshakable physical evidence possesses almost unlimited funds. True crime aficionados will be drawn to the two stories told in the book: The riveting story of the case, its evidence (including facts never heard in the courtroom), trials and results, and the incredible eight-year campaign to beat a murder rap no matter what, with a look behind the curtain at a darker side of the American criminal justice system.
This book is the first to apply the tools of game theory and information economics to advance our understanding of how laws work. Organized around the major solution concepts of game theory, it shows how such well known games as the prisoner's dilemma, the battle of the sexes, beer-quiche, and the Rubinstein bargaining game can illuminate many different kinds of legal problems. Game Theory and the Law highlights the basic mechanisms at work and lays out a natural progression in the sophistication of the game concepts and legal problems considered.
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
The video game industry is big business, not only in terms of the substantial revenue generated through retail sales of games themselves, but also in terms of the size and value of parallel and secondary markets. Consider any popular video game today, and you most likely are looking at a franchise that includes not only the game itself and all of its variants but also toys, books, movies, and more, with legions of fans that interact with the industry in myriad ways. Surveying the legal landscape of this emergent industry, Ron Gard and Elizabeth Townsend-Gard shed light on the many important topics where law is playing an important role. In examining these issues, Video Games and the Law is both a legal and a cultural look at the development of the video game industry and the role that law has played so far in this industry’s ability to thrive and grow.
This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.
The #1 Wall Street Journal ebook bestseller about the murder that shocked Savannah society and inspired the blockbuster film. As a premier antiques dealer in Savannah, Jim Williams had it all: style, culture, charisma, and sophistication. But three decades of hard work came crashing down the night he shot Danny Hansford, his wild young lover. Jim Williams stood trial four times over the next decade for premeditated murder. While Clint Eastwood’s movie—starring Kevin Spacey and Jude Law—and the book Midnight in the Garden of Good and Evil by John Berendt portrayed the natives of Savannah as remarkably decadent, exotic characters, they missed the surprising dark side of Jim Williams himself. He was a smooth predator whose crimes could have put him behind bars long before the death of Danny Hansford. After Midnight in the Garden of Good and Evil is Marilyn Bardsley’s continuation of the story, which includes crucial testimony recreating the courtroom drama between a gifted prosecutor and a brilliant defense attorney as they battle over the future of a self-made aristocrat. More than forty photos and revealing insider interviews bring new life to the vivid cast of characters in this unique southern crime story.
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
Gaming Law provides an overview of the law and regulation relating to gambling in important gambling markets and licensing jurisdictions worldwide, with an emphasis on the rapidly evolving online gambling sector. -- Provided by publisher.
Gaming and Gambling Law: Cases and Materials combines policy interrogatories and the application of legal concepts in a thoughtful examination of gaming and gambling, in casinos and on-line. Kevin Washburn has created a teaching vehicle that sparks students interest and prompts them to apply a range of legal concepts to current and real-world issues. Illuminating issues of criminal law, federalism, regulation, due process, and contracts, Gaming and Gambling Law features: the expertise of Kevin Washburn in field and classroom key issues and policy questions that arise in both legal and illegal gambling up-to-date coverage of the fast-growing phenomenon of on-line gamgambling a comparative law and policy perspective looks at the different regulatory models that govern legalized gambling and highlights key differences For a thoroughly engaging class experience with a high pay off in learning, Gaming and Gambling Law is a sure bet. A great draw for second and third-year law students, this concise coursebook engages students in the law, policy, and regulatory practices that surround an iconic industry.