References
- Abramovitch, Susan H., and David L. Cummings. 2007. “Virtual Property, Real Law: The Regulation of Property in Video Games.” Canadian Journal of Law and Technology 6 (2): 73–81.
- Adrian, Angela. 2010. “Beyond Griefing: Virtual crime.” Computer Law and Security Review 26: 640–648. doi:10.1016/j.clsr.2010.09.003. doi: 10.1016/j.clsr.2010.09.003
- Balicer, Ran D. 2007. “Modeling Infectious Diseases Dissemination Through Online Role-Playing Games.” Virtual Epidemiology 18 (2): 260–261. doi: 10.1097/01.ede.0000254692.80550.60
- BBC. 2009. “More or Less.” BBC Radio 4. http://www.bbc.co.uk/iplayer/episode/b00mcwv5/More_or_Less_04_09_2009/. Broadcast 4 September.
- Cammaerts, Bart, and Bingchun Meng. 2011. Creative Destruction and Copyright Protection: Regulatory Responses to File-sharing. LSE Media Policy Project Series. March. http://eprints.lse.ac.uk/33905/1/LSEMPPBrief1.pdf
- Castronova, Edward. 2001. “Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier.” CESifo Working Paper No. 618. Social Science Research Network. http://ssrn.com/abstract=294828
- Castronova, Edward. 2004. “The Right to Play.” New York Law School Law Review 49: 185–210.
- Castronova, Edward, Dmitri Williams, Cuihua Shen, Rabindra Ratan, Li Xiong, Yun Huang and Brian Keegan. 2009. “As Real as Real? Macroeconomic Behavior in a Large-scale Virtual World.” New Media & Society 11 (5): 685–707. doi:10.1177/1461444809105346. doi: 10.1177/1461444809105346
- Chatfield, Tim. 2009. “Videogames now Outperform Hollywood Movies.” The Observer Games Blog. 27 September. http://www.theguardian.com/technology/gamesblog/2009/sep/27/videogames-hollywood
- Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, Mass., London: MIT Press.
- Crawford, Susan P. 2004. “Who's In Charge Of Who I Am?: Identity And Law Online.” New York Law School Law Review 49: 211–229.
- Čyras, Vytautas, and Friedrich Lachmayer. 2010. “Technical Rules and Legal Rules in Online Virtual Worlds.” European Journal of Law and Technology 1 (3): 1–26.
- De Zwart, Melissa. 2009. “Piracy vs. Control: Models of Virtual World Governance and Their Impact on Player and User Experience.” Journal of Virtual Worlds Research 2 (3): 3–16.
- Fairfield, Joshua. 2009. “The Magic Circle.” Vanderbilt Journal of Entertainment & Technology Law 11 (4): 823–840.
- Foo, Chek Yang. 2008. Grief Play Management. Saarbrücken: VDM.
- Grimmelmann, James. 2006. “Virtual Borders: The Interdependence of Real and Virtual Worlds.” First Monday 11 (2). http://www.firstmonday.org/ojs/index.php/fm/article/view/1312/1232. doi:10.5210/fm.v11i2.1312.
- Huizinga, Johan. 1955. Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press.
- Humphreys, Sal. 2008. “Ruling the Virtual World: Governance in Massively Multiplayer Online Games.” European Journal of Cultural Studies 11 (2): 149–171. doi:10.1177/1367549407088329. doi: 10.1177/1367549407088329
- Humphreys, Sal. 2009. “Norrath: New Forms, Old Institutions.” Game Studies 9 (1). http://gamestudies.org/0901/articles/humphreys
- Humphreys, Sal, and Melissa de Zwart. 2012. “Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games.” UC Irvine Law Review 2: 507–536.
- IBM and Seriosity. 2007. Virtual Worlds, Real Leaders: Online Games put the Future of Business Leadership on Display. Global Innovation Outlook 2.0 Report. New York: IBM. http://www.seriosity.com/downloads/GIO_PDF_web.pdf
- IFPI. 2009. The Impact of Illegal Downloading on Music Purchasing. 20 November. http://www.ifpi.org/content/library/the-impact-of-illegal-downloading.pdf
- Johnson, David, and David Post. 1996. “Law and Borders: The Rise of Law in Cyberspace.” First Monday 1 (1). http://www.firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/468/389. doi:10.5210/fm.v1i1.468. doi: 10.5210/fm.v1i1.468
- Johnson, Neil F., Chen Xu, Zhenyuan Zhao, Nicolas Ducheneaut, Nicholas Yee, George Tita, and Pak Ming Hui. 2009. “Human Group Formation in Online Guilds and Offline Gangs Driven by a Common Team Dynamic.” Physical Review E 79 (6): 066117. doi:10.1103/PhysRevE.79.066117. doi: 10.1103/PhysRevE.79.066117
- Kovacs, Matt. 2006. “Gaming, Virtual Worlds and the Law: A Study of the Legal Future of Massively Multiplayer Online Role Playing Games”. 6 May. http://www.trinity.edu/adelwich/worlds/articles/trinity.matt.kovacs.pdf
- Kücklich, Julian. 2004. “Other Playings - Cheating in Computer Games”. Paper presented at Other Players conference, Centre for Computer Games Research, IT University of Copenhagen, Denmark, 6–8 December.
- Lastowka, Greg. 2009. “Planes of Power: EverQuest as Text, Game and Community.” Game Studies 9 (1). http://gamestudies.org/0901/articles/lastowka
- Lastowka, Greg, and Dan Hunter. 2004. “The Laws of the Virtual Worlds.” California Law Review 92 (1): 1–74. doi: 10.2307/3481444
- Lehdonvirta, Vili, and Mirko Ernkvist. 2011. Converting the Virtual Economy into Development Potential: Knowledge Map of the Virtual Economy. Washington, DC: infoDev/World Bank. http://www.infodev.org/infodev-files/resource/InfodevDocuments_1056.pdf
- Lessig, Lawrence. 2006. Code Version 2.0. New York: Basic Books.
- Lin, Holin, and Chuen-Tsai Sun. 2005. “The ‘White-Eyed’ Player Culture: Grief Play and Construction of Deviance in MMORPGs.” In Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play ¸1–12.
- McCarthy, Caroline. 2006. “Cons in the Virtual Gaming World.” CNet News. 31 August. http://news.cnet.com/Cons-in-the-virtual-gaming-world---page-2/2100-1043_3-6111089-2.html
- McKnight, John Carter. 2012. “First, Shoot the Medic: Learning Humanitarian Law in Multiplayer Combat?” Paper presented at IR13, Salford, UK, 18–21 October.
- Mulligan, J., and B. Patrovsky. 2003. Developing Online Games: An Insider’s Guide. Indiana: New Riders.
- Orr, Stephen. 2006. “Beyond Content: The Emergence of Video Games and their Diverse Effects on Legal Normativity as Seen Through the Lens of Jean Baudrillard.” Canadian Journal of Law and Technology 5 (1): 39–52.
- Taylor, T. L. 2006. Play Between Worlds. Cambridge, Mass.: London: MIT Press.
- Warner, Dorothy E., and Mike Raiter. 2005. “Social Context in Massively-Multiplayer Online Games (MMOGs): Ethical Questions in Shared Space.” International Review of Information Ethics 4: 46–52.
- Webber, Nick. 2013. “Controlling a Sandbox.” In Ctrl-Alt-Play: Essays on Control in Video Gaming, edited by Matthew Wysocki, 59–71. Jefferson, North Carolina: McFarland.
- Williams, Dmitri, Nicolas Ducheneaut, Li Xiong, Yuanyuan Zhang, Nick Yee, and Eric Nickell. 2006. “From Tree House to Barracks: The Social Life of Guilds in World of Warcraft.” Games and Culture 1 (4): 338–361. doi:10.1177/1555412006292616. doi: 10.1177/1555412006292616
- Zhong, Zhi-Jin. 2011. “The Effects of Collective MMORPG (Massively Multiplayer Online Role-Playing Games) Play on Gamers’ Online and Offline Social Capital.” Computers in Human Behavior 27: 2352–2363. doi:10.1016/j.chb.2011.07.014. doi: 10.1016/j.chb.2011.07.014