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    Research Handbook on Interactive Entertainment Law
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      • Publisher's listprice GBP 215.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

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    Product details:

    • Publisher Edward Elgar Publishing
    • Date of Publication 12 March 2026

    • ISBN 9781800883543
    • Binding Hardback
    • No. of pages412 pages
    • Size 244x169 mm
    • Weight 846 g
    • Language English
    • 1118

    Categories

    Long description:

    In this innovative Research Handbook, expert contributors provide insights into the legal and regulatory challenges shaping digital games and interactive entertainment. Organized around the themes of gameplay, community, and commerce, the volume explores the complex legal landscape surrounding games as creative works, digital environments, and dynamic commercial ecosystems.



    Covering a broad range of aspects from copyright and patents to human rights and environmental regulation, this Research Handbook presents an interdisciplinary perspective on the future of interactive entertainment. It sheds light on cutting-edge topics in the field such as the use of artificial intelligence in game development, gaming in the Metaverse, modding, and virtual economies. Contributing authors assess legal frameworks from a variety of jurisdictions, with a focus on regional differences in intellectual property and platform regulation. Chapters showcase tools for navigating this complex and rapidly evolving legal landscape, clarifying how law affects game design and underlining the protection of creative and commercial assets.



    Academics and students in intellectual property law and information and media law will greatly benefit from this Research Handbook’s exploration of emerging issues. Featuring practical insights, it is also an invaluable resource for legal practitioners within or advising the games, tech, and creative industries, as well as creative professionals.



    In this innovative Research Handbook, expert contributors provide comprehensive and forward-looking guidance on the legal and regulatory challenges shaping the global games industry. Structured around the game, the community and the business, it captures the intricate legal landscape of video games as expressive works, social platforms, and commercial ecosystems.

    ‘Not “just a game,” this groundbreaking volume reveals how videogames are reshaping the foundations of law in digital society. Experts in games and legal studies show how play is transforming the rules of the spaces where we live, work, and connect. A definitive contribution for anyone seeking to understand law’s future in a world increasingly structured by play.’

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    Table of Contents:

    Contents
    Introduction: from code to culture – Understanding games and interactive entertainment as complex intellectual property works 1
    1 Interactive entertainment law – the manifesto 6
    G�a�e�t�a�n�o� �D�i�m�i�t�a�,� �Y�i�n� �H�a�r�n� �L�e�e�,� �M�i�c�h�a�e�l�a� �M�a�c�D�o�n�a�l�d� �a�n�d� �M�a�r�c� �M�i�m�l�e�r�
    2 Ludology and copyright subject matter 10
    A�n�t�h�o�n�y� �C�a�t�t�o�n�
    3 Key topics in interactive entertainment patent law 29
    K�i�r�k� �A�.� �S�i�g�m�o�n� �a�n�d� �T�o�m� �H�a�m�e�r�
    4 Tolerated use 2.0: user-generated content, no action policies, and controlled monetisation of fan works in the video game industry 45
    M�i�t�c�h�e�l�l� �L�o�n�g�a�n�
    5 Video games and user rights in copyright law 69
    A�l�i�n�a� �T�r�a�p�o�v�a�
    6 The player in copyright law 83
    A�m�y� �T�h�o�m�a�s�
    7 AI and video games 96
    K�e�r�i� �G�r�i�e�m�a�n�
    8 Modding 111
    Y�i�n� �H�a�r�n� �L�e�e�
    9 Player community control and EULAs: a governance tool disguised as a license agreement 135
    K�i�m� �B�a�r�k�e�r�
    10 The metaverse is not dead, but hiding in plain sight 157
    M�i�c�a�e�l�a� �M�a�n�t�e�g�n�a�
    11 Intellectual property and the Japanese media mix: video games between fan culture and business strategies 171
    M�a�r�c� �M�i�m�l�e�r� �a�n�d� �T�e�t�s�u�y�a� �I�m�a�m�u�r�a�
    12 Protecting the human rights of esports competitors 198
    R�y�a�n� �G�a�u�t�h�i�e�r� �a�n�d� �P�e�d�r�o� �J�o�s�é �M�e�r�c�a�d�o� �J�a�én�
    13 Towards a human rights-based approach to video game accessibility 229
    Justine Bouquier
    14 A proposal for a Players’ Bill of Rights 248
    Salvatore Fasciana
    15 The AoE (Area of Effect) of video games: a legal overview of the environmental impacts of video games 273
    Thomas Burelli and Alexandre Lillo
    16 Cloud gaming: supply chains and competition concerns 301
    Johan David Michels and Christopher Millard
    17 Video games and competition law 333
    Ryan Stones
    18 Challenges in classifying virtual environments for tax research 364
    Anna Vvedenskaya

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