ContentsIntroduction: from code to culture - Understanding games and interactive entertainment as complex intellectual property works 1Gaetano Dimita, Yin Harn Lee, Michaela MacDonald and Marc Mimler1 Interactive entertainment law - the manifesto 6Gaetano Dimita, Yin Harn Lee, Michaela MacDonald and Marc Mimler2 Ludology and copyright subject matter 10Anthony Catton3 Key topics in interactive entertainment patent law 29Kirk A. Sigmon and Tom Hamer4 Tolerated use 2.0: user-generated content, no action policies, and controlled monetisation of fan works in the video game industry 45Mitchell Longan5 Video games and user rights in copyright law 69Alina Trapova6 The player in copyright law 83Amy Thomas7 AI and video games 96Keri Grieman8 Modding 111Yin Harn Lee9 Player community control and EULAs: a governance tool disguised as a license agreement 135Kim Barker10 The metaverse is not dead, but hiding in plain sight 157Micaela Mantegna11 Intellectual property and the Japanese media mix: video games between fan culture and business strategies 171Marc Mimler and Tetsuya Imamura12 Protecting the human rights of esports competitors 198Ryan Gauthier and Pedro José Mercado Jaén13 Towards a human rights-based approach to video game accessibility 229Justine Bouquier14 A proposal for a Players' Bill of Rights 248Salvatore Fasciana15 The AoE (Area of Effect) of video games: a legal overview of the environmental impacts of video games 273Thomas Burelli and Alexandre Lillo16 Cloud gaming: supply chains and competition concerns 301Johan David Michels and Christopher Millard17 Video games and competition law 333Ryan Stones18 Challenges in classifying virtual environments for tax research 364Anna VvedenskayaIndex 388.
Research Handbook on Interactive Entertainment Law