Photo of Kevin Werbach

Kevin Werbach

Associate Professor of Legal Studies and Business Ethics

Research Interests: digital convergence, internet policy, gamification, telecommunications regulation, online learning innovations

Links: CV, Personal Website, Kevin Werbach (@kwerb) on Twitter

  • LGST222 - Internet Law & Policy

    The Internet has become central to business and daily life. This course looks at how courts, legislatures, and regulators confront the major legal issues that the Internet poses. The fundamental challenge is that law comes from governments and other institutions in specific places, but the Internet is global and virtual. Conflicts such as the shutdown of the Napster peer-to-peer file-sharing service and the debate over "network neutrality" regulations for broadband access illustrate the challenge. How does the legal system think about Google, Skype, Twitter, and Facebook? How should it?

    The material in the course ranges from the foundations of cyberlaw, developed during the e-commerce boom of the 1990s, to current leading-edge questions around social networks, user-generated content, location-based services, cloud computing, and broadband platforms. Major topics include: how legally-enforceable contracts are made online; how courts determine jurisdiction over online transactions; intellectual property rules around digital assets such as music, video, and online texts; control over Internet domain names; liability of intermediaries such as Internet Service Providers and search engines; and online privacy protections. No pre-existing legal or technical knowledge is required.

    LGST222401  ( Syllabus

  • LGST240 - Gamification for Business

    Gamification means using the techniques of digital game design to serve business and social impact objectives. The video game industry is now bigger than Hollywood because well-designed games take advantage of both technology and psychology. Gamification takes the elements of games and applies them to real-world environments. Major companies and fast-growing startups now use it in marketing, human resources, innovation processes, healthand wellness, education, and customer engagement.

    This course examines the mechanisms of gamification their effective use in business or other contexts. No particular technical skills or game knowledge are required. The focus is on gamification as a design practice, which it rooted in research on human motivation and implemented through online systems and social media. To illustrate these concepts, the course itself will be gamified.

    LGST240401  ( Syllabus