Regulating interactive ‘creativity for the bad’: camgirls, video games and fake news

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2019-06-01 DOI:10.4337/IELR.2019.01.01
Chris Dent
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引用次数: 1

Abstract

Interactive entertainment poses particular regulatory challenges. More specifically, the democratization of technology and creativity has meant that there is no capacity for a governmental agency to effectively regulate the spread, and enjoyment, of allegedly problematic expressions. This article will explore this by contrasting the regulation of non-interactive entertainment (including Dada art and punk music) with more recent forms of (at times) transgressive expression (amateur pornography, video games and fake news). The analysis will be carried out in terms of the different motivations of the range of parties involved in the process (including creators, distributors, consumers and the broader public) and of the different conceptions of the consumer that are implicit in different modes of regulation. The complexity of the interactions means that there is no single regulatory solution; the historical exploration of the issue, nonetheless, suggests that interactivity may be no worse for society than the earlier forms of expression that were, at the time, deemed to be a threat to its moral fabric.
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规范互动“坏创意”:女生、电子游戏和假新闻
互动娱乐带来了特殊的监管挑战。更具体地说,技术和创造力的民主化意味着政府机构没有能力有效监管据称有问题的言论的传播和享受。本文将通过对比非互动娱乐(包括达达艺术和朋克音乐)的监管与最近形式的(有时)违法表达(业余色情、电子游戏和假新闻)来探讨这一点。将根据参与该过程的一系列各方(包括创作者、分销商、消费者和广大公众)的不同动机以及不同监管模式中隐含的消费者的不同概念进行分析。相互作用的复杂性意味着没有单一的监管解决方案;然而,对这一问题的历史探索表明,互动对社会的影响可能并不比早期的表达形式更糟,当时这些表达形式被认为是对其道德结构的威胁。
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