V. Arkhipov, A. Vasiliev, N. Andreev, Y. Pechatnova
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引用次数: 0
摘要
游戏,特别是电脑游戏,一直以来都是法律研究的研究对象,主要关注法律与游戏之间的类比(从a . Ross的作品中可以看出)。然而,到21世纪初,电脑游戏,尤其是多人电脑游戏(虚拟世界)成为法律研究的一个独立主题,这既是因为对私人法律问题的兴趣,也是基于L. Lessig精神的方法论前提,根据这一前提,对多人游戏世界的法律维度的研究,就像早期对互联网的研究一样,可以提供关于一般法律的新知识。电脑游戏是一种商业上成功的媒体类型,反映了“数字法”的尖锐问题,也是确定法律干预“非严肃”或“虚拟”关系的合理界限的重要理论和法律问题之一。为了理解电脑游戏的特殊性,包括为了法律研究和法律监管模式的改进,一个广泛的跨学科观点,考虑到媒体研究(M. McLuhan, L. Manovich等人)和游戏研究(J. Huizinga和R. Caillois等人)中开发的方法。因此,电脑游戏可以被认为是一种新媒体,其性质反映在其主要的法律资格上——作为智力活动、信息、交流手段和游戏的结果。考虑到开发者、发行商和游戏社区的利益平衡,以及考虑到国家利益,这些品质可以被视为电脑游戏和游戏产业监管模式发展的基础。
Computer games in legal research: On the prerequisites of the regulation model
Games in general and computer games in particular have long been a subject of research in legal research starting from the focus on the analogy between law and games (known inter alia from the works by A. Ross). However, by the beginning of the 21st century computer games and, above all, multiplayer computer games (virtual worlds) became an independent subject of legal research, both because of the interest in private legal problems and based on the methodological premise in the spirit of L. Lessig, according to which the study of the legal dimension of multiplayer game worlds, just as it was earlier with the Internet, can provide new knowledge about the law in general. Computer games are a commercially successful type of media, reflecting the acute problems of “digital law” and one of the significant theoretical and legal problems of determining the reasonable limits of law intervention in “non-serious” or “virtual” relationships. To understand the peculiarities of computer games, including for the purposes of legal research and improvement of the model of legal regulation, a broad interdisciplinary view that takes into account the approaches developed in media studies (M. McLuhan, L. Manovich et al.) and in studies of games as such (J. Huizinga and R. Caillois et al.). As a result, computer games can be considered as a kind of new media the qualities of which are reflected in their main legal qualifications — as the results of intellectual activity, information, means of communication and, actually, games. These qualities can be considered as basic for the development of the model of regulation of computer games and the game industry, taking into account the balance of interests of developers, publishers and the game community, as well as taking into account national interests.