Thoroughly revised, the second edition considers new topics, such as the rise of social media, and updates research throughout. Everyday Surveillance introduces students to concepts of social control and incites classroom discussion about how surveillance impacts the ways we understand people and our lives at home, work, school, or in the community.
Take, for example, “Girls Around Me”: a Russian-made iPhone App that allowed anyone to scan the immediate vicinity for girls and women who checked in on Foursquare and had poorly secured Facebook profiles. It combined this information in a way never intended by the original poster. Going to a Disney theme park? Your creepy new “MagicBand” will alert Minnie Mouse that you’re on the way and she’ll know your kid’s name when you approach her. Thinking about sending your DNA off to Ancestry.com for some “genetic genealogy”? Perhaps you should think again: your genetic information could be used against you.
With security scares like the Heartbleed bug (which compromised even supposedly safe internet behemoths like Google and Yahoo!) becoming more commonplace, this book is a must-read for anybody who values their privacy in a wired world.
This book was originally published as a special issue of The Communication Review.
As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?
These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.
Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
The Digital Person sets forth a new understanding of what privacy is, one that is appropriate for the new challenges of the Information Age. Solove recommends how the law can be reformed to simultaneously protect our privacy and allow us to enjoy the benefits of our increasingly digital world.
The first volume in the series EX MACHINA: LAW, TECHNOLOGY, AND SOCIETY