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My friend and colleague Anne Wagner (Lille) has undertaken an
extraordinarily ambitious and necessary project-- The International
Handbook of Legal Language and Communication--all volumes to be
published by Springer in the coming years. As the press release notes:
This comprehensive 10-volume handbook features up to 900 entries from leading experts worldwide, making it the most extensive resource in the field of legal language, semiotics, and communication. The international handbook is designed to integrate perspectives from a wide range of jurisdictions globally, ensuring its relevance across diverse legal systems and contexts. This unique international handbook provides in-depth coverage of key topics related to legal language and communication, from foundational principles to cutting-edge developments.
The breadth of subjects covered is quite broad (see here). In connection with that project, Gabriele Aroni, (Senior Lecturer in Game Arts at the School of Digital Arts of Manchester Metropolitan University) the editor of one of those sections, Section 41 Section 41: Legal Implications and Representations in Gaming, has announced a call for interest:
We invite scholars, legal practitioners, linguists, and interdisciplinary researchers to express interest in contributing to Section 41 of our upcoming volume, which will explore all legal aspects related to gaming, games, and players.
Topics of interest include (but are not limited to):
1. Representation of Legal Concepts in Games:--Portrayal of Legal Scenarios: How games depict legal principles such as trials, contracts, and ethical dilemmas, and their impact on players' understanding of legal systems.
--Avatars and Law, virtual life and law:* Legal Identity and Representation in Virtual Environments: Discussion of the legal implications of avatars as representations of individuals in digital spaces, including issues of accountability, privacy, and rights.2. Legal Challenges in Gaming:
* Case Studies on Virtual Legal Conflicts: Examination of legal disputes involving avatars, particularly in online gaming, social media, and virtual reality, and their impact on legal interpretations.* Intellectual Property and In-Game Disputes: Key legal issues arising from gaming, including intellectual property concerns, in-game transactions, and online conduct.To express interest or request more information, please contact: Gabriele Aroni [G.Aroni@mmu.ac.uk]
* Games as Advocacy Tools: Examples of how games are used to raise awareness of legal and social issues.

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