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Games of Property

Games of Property
Author: Thadious M. Davis
Publisher: Duke University Press
Total Pages: 353
Release: 2003-07-07
Genre: Literary Criticism
ISBN: 0822384450

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In Games of Property, distinguished critic Thadious M. Davis provides a dazzling new interpretation of William Faulkner’s Go Down, Moses. Davis argues that in its unrelenting attention to issues related to the ownership of land and people, Go Down, Moses ranks among Faulkner’s finest and most accomplished works. Bringing together law, social history, game theory, and feminist critiques, she shows that the book is unified by games—fox hunting, gambling with cards and dice, racing—and, like the law, games are rule-dependent forms of social control and commentary. She illuminates the dual focus in Go Down, Moses on property and ownership on the one hand and on masculine sport and social ritual on the other. Games of Property is a masterful contribution to understandings of Faulkner’s fiction and the power and scope of property law.


The Real Estate Game

The Real Estate Game
Author: William J Poorvu
Publisher: Simon and Schuster
Total Pages: 344
Release: 1999-09-13
Genre: Business & Economics
ISBN: 068485550X

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From a Harvard Business School professor comes a concise, accessible, state-of-the-art guide to developing and investing in real estate.


Computer Games and Virtual Worlds

Computer Games and Virtual Worlds
Author: Ross A. Dannenberg
Publisher: American Bar Association
Total Pages: 298
Release: 2010
Genre: Computer games
ISBN: 9781604427509

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This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.


Computer Games and Immersive Entertainment

Computer Games and Immersive Entertainment
Author: Chrissie Scelsi
Publisher:
Total Pages: 0
Release: 2020-04
Genre: Games & Activities
ISBN: 9781634251198

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The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.


Games of Property

Games of Property
Author:
Publisher:
Total Pages:
Release: 2009
Genre:
ISBN:

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DIVUsing Faulkner's Go Down Moses as a point of departure, this book explores the conflicting nature of property relations that have slavery in the U.S. at their base and have affected the conceptualizations of rights and representations of African A/div


Man, Play, and Games

Man, Play, and Games
Author: Roger Caillois
Publisher: University of Illinois Press
Total Pages: 228
Release: 2001
Genre: Games & Activities
ISBN: 9780252070334

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According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.


Hot Property

Hot Property
Author: Pat Choate
Publisher: Knopf
Total Pages: 368
Release: 2007-12-18
Genre: Business & Economics
ISBN: 0307426270

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The problem of pirating and counterfeiting has grown from small-scale imitations of Levi’s jeans and Zippo lighters to a phenomenon that costs the United States an estimated $200 billion dollars per year. Pirated DVDs, computer software, designer clothes, and machinery flood global markets, inflicting heavy losses on U.S. businesses, while counterfeit medicines, auto and aircraft parts, and baby formula regularly cause fatalities around the world. The theft of artistic and scientific creation is draining our economy. It is the great economic crime of the twenty-first century. Pat Choate, the author of the best-selling Agents of Influence, examines the roots of conflicts over intellectual property and how the establishment of patent and copyright protections helped propel the American economy. He interweaves the stories of Eli Whitney, Alexander Graham Bell, and Thomas Edison to illustrate how the United States transformed itself from a largely agricultural society into a manufacturing, scientific, and technological superpower, giving rise to further copyright and patent protection laws. He traces the emergence of Germany, Japan, and China as rivals to American primacy through copying, counterfeiting, and underpricing American products and media. He reveals the shockingly meager effectiveness of current efforts to defend American businesses, inventors, and artists from corporate espionage. And he sounds a powerfully convincing warning that the general indifference of our government toward the security of American intellectual property is already affecting job security and the economy in general (an estimated $24 billion is lost each year to pirated films, music recordings, books, and other merchandise in China alone). Hot Property is an impassioned, clear-eyed, and sound assessment of one of the most serious problems facing the American economy today, certain to be one of the most widely discussed books of the year.


American Property

American Property
Author: Stuart Banner
Publisher: Harvard University Press
Total Pages: 375
Release: 2011-07-01
Genre: Law
ISBN: 0674060822

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In America, we are eager to claim ownership: our homes, our ideas, our organs, even our own celebrity. But beneath our nation’s proprietary longing looms a troublesome question: what does it mean to own something? More simply: what is property? The question is at the heart of many contemporary controversies, including disputes over who owns everything from genetic material to indigenous culture to music and film on the Internet. To decide if and when genes or culture or digits are a kind of property that can be possessed, we must grapple with the nature of property itself. How does it originate? What purposes does it serve? Is it a natural right or one created by law? Accessible and mercifully free of legal jargon, American Property reveals the perpetual challenge of answering these questions, as new forms of property have emerged in response to technological and cultural change, and as ideas about the appropriate scope of government regulation have shifted. This first comprehensive history of property in the United States is a masterly guided tour through a contested human institution that touches all aspects of our lives and desires. Stuart Banner shows that property exists to serve a broad set of purposes, constantly in flux, that render the idea of property itself inconstant. Despite our ideals of ownership, property has always been a means toward other ends. What property signifies and what property is, we come to see, has consistently changed to match the world we want to acquire.


Finite and Infinite Games

Finite and Infinite Games
Author: James Carse
Publisher: Simon and Schuster
Total Pages: 256
Release: 2011-10-11
Genre: Philosophy
ISBN: 1451657293

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“There are at least two kinds of games,” states James Carse as he begins this extraordinary book. “One could be called finite; the other infinite.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything from how an actress portrays a role, to how we engage in sex, from the nature of evil, to the nature of science. Finite games, he shows, may offer wealth and status, power and glory. But infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.


New Rules for Classic Games

New Rules for Classic Games
Author: R. Wayne Schmittberger
Publisher: Wiley
Total Pages: 262
Release: 1992-05-26
Genre: Games & Activities
ISBN: 9780471536215

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"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!