TY - CHAP
T1 - Invisible Walls
T2 - Facts and Freedom in Coded Space
AU - Fisher, James
N1 - Publisher Copyright:
© 2024 selection and editorial matter, Dale Mitchell, Ashley Pearson and Timothy D. Peters; individual chapters, the contributors.
PY - 2023
Y1 - 2023
N2 - This chapter explores the connections between legal systems and video games as frames of compulsorality and constraint. It integrates ideas from analytical jurisprudence and positivist legal theory with critical inquiries into law, culture, and the humanities, and brings this composite juristic perspective to bear on existing theoretical work on video gaming. It moves the attention of digital legal theory past its focus on social behaviour within virtual spaces, towards jurisprudential readings of the interactions between a human player and the coded virtual space itself. Drawing examples from the Japanese role-playing game (JRPG) genre, it probes the tension between player autonomy and the constraints of game design. It explains why a game cannot replicate for the played character the distinctive compulsorality of the human player’s relationship with law, but nonetheless finds instructive jurisprudential resonances in the player’s liminal status as both etic observer and emic subject of game constraints. This position is shown radically to problematise important elements of legal life, exposing the alienation of the legal subject, and the impossibility of paradigmatic change compliantly with formal legal orders.
AB - This chapter explores the connections between legal systems and video games as frames of compulsorality and constraint. It integrates ideas from analytical jurisprudence and positivist legal theory with critical inquiries into law, culture, and the humanities, and brings this composite juristic perspective to bear on existing theoretical work on video gaming. It moves the attention of digital legal theory past its focus on social behaviour within virtual spaces, towards jurisprudential readings of the interactions between a human player and the coded virtual space itself. Drawing examples from the Japanese role-playing game (JRPG) genre, it probes the tension between player autonomy and the constraints of game design. It explains why a game cannot replicate for the played character the distinctive compulsorality of the human player’s relationship with law, but nonetheless finds instructive jurisprudential resonances in the player’s liminal status as both etic observer and emic subject of game constraints. This position is shown radically to problematise important elements of legal life, exposing the alienation of the legal subject, and the impossibility of paradigmatic change compliantly with formal legal orders.
UR - http://www.scopus.com/inward/record.url?scp=85177521068&partnerID=8YFLogxK
U2 - 10.4324/9781003197805-4
DO - 10.4324/9781003197805-4
M3 - Chapter
T3 - TechNomos: Law, Technology and Culture series
SP - 51
EP - 73
BT - Law, Video Games, Virtual Realities
PB - Routledge
ER -