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dc.contributor.authorSchmidt-Kessen, MJ
dc.contributor.authorTeilmann-Lock, S
dc.contributor.authorVillesèche, F
dc.contributor.authorWallace, A
dc.date.accessioned2024-12-03T10:18:47Z
dc.date.issued2024-11-29
dc.date.updated2024-12-02T23:23:43Z
dc.description.abstractThe Article explores the potential use of Minecraft for experiential learning in higher education. In theory and in practice, intellectual property (IP) questions increasingly arise around if or how digital art can be owned, shared, and reused, as well as how digital realities interact with the various legal regimes. In its sandbox environment, Minecraft allows players to explore these questions through collective co-creation and creative decision-making pertaining to the subsequent re-use of their digital creations. Players become better equipped to reflect on the process of copying, creating, and exploiting their digital creations using the legal tools offered by IP law, while also engaging with contractual limitations imposed by the game’s terms and conditions. Taken together, this approach enables normative discussions about the legal provisions governing digital copyright and the arts, as well as the technological or contractual fences surrounding digital creations on digital platforms. Most importantly, as we argue, it also enables teachers to become learners again, and alongside their students. In doing so, educators observe how interdisciplinary and experiential learning enables them to re-examine pedagogy, and practice, in addition to the substantive and theoretical concepts underlying the foundation of IP law.en_GB
dc.description.sponsorshipAustralian Research Council (ARC)en_GB
dc.description.sponsorshipEconomic and Social Research Council (ESRC)en_GB
dc.identifier.citationVol. XXXV (1), article 1en_GB
dc.identifier.urihttp://hdl.handle.net/10871/139193
dc.identifierORCID: 0000-0002-9401-1880 (Wallace, Andrea)
dc.language.isoenen_GB
dc.publisherFLASH: The Fordham Law Archive of Scholarship and Historyen_GB
dc.relation.urlhttps://ir.lawnet.fordham.edu/iplj/vol35/iss1/1en_GB
dc.rightsFLASH: The Fordham Law Archive of Scholarship and History © 2024en_GB
dc.titleMinecraft as a Teaching Tool: Online Experiential Learning for the Law School Classroomen_GB
dc.typeArticleen_GB
dc.date.available2024-12-03T10:18:47Z
dc.identifier.issn1079-9699
dc.identifier.eissn1079-9699
dc.identifier.journalFordham Intellectual Property, Media and Entertainment Law Journalen_GB
dc.rights.urihttp://www.rioxx.net/licenses/all-rights-reserveden_GB
dcterms.dateAccepted2024-10-27
dcterms.dateSubmitted2024-08-16
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2024-11-29
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2024-12-02T23:23:45Z
refterms.versionFCDAM
refterms.dateFOA2024-12-03T10:19:45Z
refterms.panelCen_GB
refterms.dateFirstOnline2024-11-29
exeter.rights-retention-statementNo


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