Precise imprecisions

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2019-12-01 DOI:10.4337/ielr.2019.02.00
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As sworn officers of the court committed to the rule of law, of necessity we lawyers have both different obligations and a higher standard to adhere to. As academics we must be intellectually honest in judging whether the debates are supported and informed by appropriate and independent research. We also have to ensure that research is not misquoted or creatively interpreted. During many of the policy debates prevailing in today’s political, social and cultural climate, ‘precise imprecision’ is often utilized in concert with pure ambiguity to create a mind-numbing broth of confusion and stupor attributable almost wholly to intentional and calculated obfuscation. The strategy seems intended so that the speaker always has a place to retreat to or attack from depending on the dragons, real or imagined, being faced ... All these rhetorical gyrations might all seem eerily familiar as the interactive entertainment industry collectively contemplates the place of regulation in video games. One possible interpretation of what went wrong for the video game industry around violence, addiction, loot boxes and legal regulation is that those issues were treated as part P.R. problem/part political problem. What they didn’t seem to be, was actually exactly what they really are – a legal problem. Perhaps most urgently needed on the battleground would have been a real, thoughtful and detailed legal strategy. Plain and simple. Moreover, it is now clear that where regulation is contemplated, everyone involved needs to be a good deal more serious when it comes to the dialogue. Nay, a good deal more serious when it comes to the words being used. In particular, precision will have to be just that. Precisely so that governmental action deals with the real problem and nothing more, because dealing with more could be contrary to the rule of law. So, who is best at parsing words with real, and not make-believe precision? Yes indeed. Lawyers. Moreover, preferably lawyers acting as lawyers, doing what we were trained to – not in some other more vague personification that is not practicing law. The truth is that video games are earthly wares that have always been subject to the vicissitudes of laws, local, regional, national and international depending on a significant number of individualized factors. The mythology that video games were immaculately conceived by virginal teen developers and birthed in a manger-like garage while the wise persons of the Silicon Valley visited occasionally and the brand new star of digital freedom ascended overhead needs to be dispensed with. The sooner the better actually, if the video game eco-system’s current major players are not to be disrupted and displaced more precipitously than they deserve. Video games were always regulated in ways too numerous to count depending on time, place, content and success, and were as heavily legally regulated as anything else. Pretending the bridge to regulation was not crossed long ago whether through securities regulation of game companies that are publicly traded, or language and labelling laws in every jurisdiction where games are distributed, or in the thousand other ways laws clearly apply, is simply disingenuous. Begging the question of why the apparent lack of willingness to deal with the spectres of regulation and how unexpected the interactive entertainment industry has seemed to find these not new developments. We would suggest that the industry’s seemingly being caught unaware of the weightiness of the issues would appear to be due to a lack of direct lawyerly involvement. Because the legalistic genie may not be easily put back in the bottle, it is probably now urgent that the industry figure out how to change its pose and perception from that of the proverbial deer in headlights to something slightly more flattering. All leading to a final question... are there helpful solutions beyond the current crisis? Not only are those solutions present, they already exist and are working rather well. Today in-house counsel and video game lawyers constantly have to untangle layer after layer of un-harmonized legislation and regulations to have the industry’s products and services reach global audiences.Mostly, thosemechanisms of legal oversight are tone-deaf to video games, as they are rarely designed or implemented with interactive entertainment in mind. 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引用次数: 0

Abstract

During the past year we have witnessed an ever increasing number of streamed, televised and written discussions respecting fundamental legal and regulatory issues involving games and interactive entertainment. These events were led by Politicians and public relations (P.R.) practitioners and often appear to offend both facts as well as technical details. With a particular penchant for word games, mind games, allusions and forced metaphors, these supposedly strategic emanations result in the clear impression that issues are only superficially understood, that something entirely different in meaning was actually intended, or that what is being declared is nothing more than superficial posturing for posterity. Let us call these intellectually empty modalities ‘precise imprecision’ and let us further resolve to oppose them. As sworn officers of the court committed to the rule of law, of necessity we lawyers have both different obligations and a higher standard to adhere to. As academics we must be intellectually honest in judging whether the debates are supported and informed by appropriate and independent research. We also have to ensure that research is not misquoted or creatively interpreted. During many of the policy debates prevailing in today’s political, social and cultural climate, ‘precise imprecision’ is often utilized in concert with pure ambiguity to create a mind-numbing broth of confusion and stupor attributable almost wholly to intentional and calculated obfuscation. The strategy seems intended so that the speaker always has a place to retreat to or attack from depending on the dragons, real or imagined, being faced ... All these rhetorical gyrations might all seem eerily familiar as the interactive entertainment industry collectively contemplates the place of regulation in video games. One possible interpretation of what went wrong for the video game industry around violence, addiction, loot boxes and legal regulation is that those issues were treated as part P.R. problem/part political problem. What they didn’t seem to be, was actually exactly what they really are – a legal problem. Perhaps most urgently needed on the battleground would have been a real, thoughtful and detailed legal strategy. Plain and simple. Moreover, it is now clear that where regulation is contemplated, everyone involved needs to be a good deal more serious when it comes to the dialogue. Nay, a good deal more serious when it comes to the words being used. In particular, precision will have to be just that. Precisely so that governmental action deals with the real problem and nothing more, because dealing with more could be contrary to the rule of law. So, who is best at parsing words with real, and not make-believe precision? Yes indeed. Lawyers. Moreover, preferably lawyers acting as lawyers, doing what we were trained to – not in some other more vague personification that is not practicing law. The truth is that video games are earthly wares that have always been subject to the vicissitudes of laws, local, regional, national and international depending on a significant number of individualized factors. The mythology that video games were immaculately conceived by virginal teen developers and birthed in a manger-like garage while the wise persons of the Silicon Valley visited occasionally and the brand new star of digital freedom ascended overhead needs to be dispensed with. The sooner the better actually, if the video game eco-system’s current major players are not to be disrupted and displaced more precipitously than they deserve. Video games were always regulated in ways too numerous to count depending on time, place, content and success, and were as heavily legally regulated as anything else. Pretending the bridge to regulation was not crossed long ago whether through securities regulation of game companies that are publicly traded, or language and labelling laws in every jurisdiction where games are distributed, or in the thousand other ways laws clearly apply, is simply disingenuous. Begging the question of why the apparent lack of willingness to deal with the spectres of regulation and how unexpected the interactive entertainment industry has seemed to find these not new developments. We would suggest that the industry’s seemingly being caught unaware of the weightiness of the issues would appear to be due to a lack of direct lawyerly involvement. Because the legalistic genie may not be easily put back in the bottle, it is probably now urgent that the industry figure out how to change its pose and perception from that of the proverbial deer in headlights to something slightly more flattering. All leading to a final question... are there helpful solutions beyond the current crisis? Not only are those solutions present, they already exist and are working rather well. Today in-house counsel and video game lawyers constantly have to untangle layer after layer of un-harmonized legislation and regulations to have the industry’s products and services reach global audiences.Mostly, thosemechanisms of legal oversight are tone-deaf to video games, as they are rarely designed or implemented with interactive entertainment in mind. The nature and scope of the game 55
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精确的不精确性
在过去的一年里,我们看到越来越多的流媒体、电视和书面讨论涉及游戏和互动娱乐的基本法律和监管问题。这些事件由政治家和公共关系从业者领导,似乎既冒犯了事实,也冒犯了技术细节。由于特别喜欢文字游戏、心理游戏、典故和强迫隐喻,这些所谓的战略启示给人留下了一种清晰的印象,即问题只是表面上理解的,实际上是有意做一些完全不同的事情,或者所宣布的只不过是为子孙后代做的表面姿态。让我们把这些智力空洞的模式称为“精确的不精确”,并让我们下定决心反对它们。作为致力于法治的法院宣誓官员,我们律师当然有不同的义务和更高的标准需要遵守。作为学者,我们必须在判断辩论是否得到适当和独立研究的支持和信息时保持理智的诚实。我们还必须确保研究不会被错误引用或被创造性地解读。在当今政治、社会和文化氛围中盛行的许多政策辩论中,“精确的不精确性”往往与纯粹的模糊性相结合,制造出一种令人麻木的混乱和麻木,几乎完全归因于故意和蓄意的模糊。这种策略似乎是为了让演讲者总是有一个地方可以撤退或攻击,这取决于面对的龙,无论是真实的还是想象的。。。当互动娱乐行业共同考虑电子游戏的监管地位时,所有这些修辞上的波动似乎都似曾相识。关于视频游戏行业在暴力、成瘾、战利品箱和法律监管方面出现的问题,一种可能的解释是,这些问题被视为一部分公关问题/一部分政治问题。它们看起来不是什么,实际上正是它们真正的样子——一个法律问题。也许战场上最迫切需要的是一个真实、周到和详细的法律战略。简单明了。此外,现在很明显,在考虑监管的地方,参与对话的每个人都需要更加认真。不,当涉及到正在使用的单词时,要严肃得多。特别是,精度必须是这样。正是为了让政府的行动只处理真正的问题,因为处理更多的问题可能违反法治。那么,谁最擅长用真实而不做作的精度来解析单词呢?是的。律师。此外,最好是律师充当律师,做我们被训练过的事情——而不是其他一些不从事法律工作的更模糊的人格化。事实是,电子游戏是一种世俗的商品,总是会受到当地、地区、国家和国际法律的变化,这取决于大量的个性化因素。电子游戏是由童贞的青少年开发人员完美构思的,诞生在马槽般的车库里,而硅谷的智者偶尔来访,数字自由的新星登上头顶,这种神话需要摒弃。事实上,如果电子游戏生态系统目前的主要玩家不想受到比他们应得的更大的干扰和流离失所,那么越早越好。电子游戏的监管方式总是太多,无法根据时间、地点、内容和成功程度进行计数,而且与其他任何游戏一样受到严格的法律监管。无论是通过对公开交易的游戏公司的证券监管,还是通过游戏发行地每个司法管辖区的语言和标签法,或者以其他一千种法律明确适用的方式,假装监管的桥梁不久前就没有跨过,这都是虚伪的。这就引出了一个问题,即为什么明显缺乏应对监管幽灵的意愿,以及互动娱乐业似乎出乎意料地发现这些并非新的发展。我们认为,该行业似乎没有意识到这些问题的重要性,这似乎是由于缺乏律师的直接参与。因为法律精灵可能不容易被放回瓶子里,所以现在可能迫切需要该行业想办法改变自己的姿势和看法,从众所周知的头灯里的鹿变成更讨人喜欢的样子。所有这些都引出了最后一个问题。。。除了当前的危机之外,还有什么有用的解决方案吗?这些解决方案不仅存在,而且已经存在,而且效果相当好。 如今,内部律师和电子游戏律师必须不断解开一层又一层不协调的立法和法规,才能让该行业的产品和服务惠及全球受众。大多数情况下,这些法律监督机制对电子游戏充耳不闻,因为它们很少在设计或实施时考虑到互动娱乐。游戏的性质和范围55
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