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dc.contributor.authorNewbery-Jones, C
dc.date.accessioned2023-12-01T10:11:36Z
dc.date.issued2024-10-28
dc.date.updated2023-11-30T17:29:43Z
dc.description.abstractScience fiction allows us to interrogate imagined societal changes and potential, not yet-realised futures. Inevitably, imagined dystopian futures have been a central motif in science fiction. Science fiction texts provide consumers with an opportunity to reflect upon their own contemporaneous societies and can perform an educative function by creating a meaningful dialogue around socio-legal subject matter and jurisprudential themes that often lie at the heart of such dystopian visions. Video games provide the consumer with a space through which to experiment with such themes. Key motifs often centre on players challenging imagined dystopian power structures and it is within this experimentation that a deeper cognition of socio-legal problems and jurisprudential concepts occurs, encouraging reflection and conceptualisation of these oft abstract concepts. This chapter will examine the user experience in a range of popular video games and will consider how such sources prompt the consumer to challenge or uphold the dystopian status quo therein. This work will argue that video games provide a space for active experimentation and a site of reflection, replication, and conceptualisation of socio-legal and jurisprudential themes, and have a meaningful impact on the ability of consumers to transition such understandings from the lifeworld of the game into their own lifeworld.en_GB
dc.identifier.citationIn: Cultural Legal Studies of Science Fiction, edited Alex Green, Mitchell Travis, and Kieran Tranter. Chapter 8en_GB
dc.identifier.doi10.4324/9781003412267-10
dc.identifier.urihttp://hdl.handle.net/10871/134705
dc.language.isoenen_GB
dc.publisherRoutledgeen_GB
dc.relation.ispartofseriesTechNomos: Law, Technology, Culture
dc.rights.embargoreasonUnder embargo until 28 April 2026 in compliance with publisher policyen_GB
dc.rights© 2024 Routledge. This chapter is deposited under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way
dc.subjectJurisprudenceen_GB
dc.subjectLawen_GB
dc.subjectScience fictionen_GB
dc.titleExperimenting in legal dystopia. Conceptualising and interrogating socio-legal and jurisprudential problems in science fiction video gamesen_GB
dc.typeBook chapteren_GB
dc.date.available2023-12-01T10:11:36Z
dc.contributor.editorTranter, K
dc.contributor.editorTravis, M
dc.contributor.editorGreen, A
dc.identifier.isbn9781032534336
exeter.place-of-publicationLondon
dc.descriptionThis is the author accepted manuscript. The final version is available from Routledge via the DOI in this recorden_GB
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/en_GB
dcterms.dateAccepted2023-11-29
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2024-07-01
rioxxterms.typeBook chapteren_GB
refterms.dateFCD2023-11-30T17:29:45Z
refterms.versionFCDAM


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© 2024 Routledge. This chapter is deposited under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way
Except where otherwise noted, this item's licence is described as © 2024 Routledge. This chapter is deposited under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way