Description |
xi, 332 pages ; 24 cm |
Contents |
Introduction : the changing meaning of play -- Pt. I. The synthetic world : a tour -- 1. Daily life on a synthetic earth -- 2. The user -- 3. The mechanics of world-making -- 4. Emergent culture : institutions within synthetic reality -- 5. The business of world-making -- Pt. II. When boundaries fade -- 6. The almost-magic circle -- 7. Free commerce -- 8. The economics of fun : behavior and design -- 9. Governance -- 10. Topographies of terror -- 11. Toxic immersion and internal security -- Pt. III. Threats and opportunities -- 12. Implications and policies -- 13. Into the age of wonder -- App. A digression on virtual reality |
Summary |
"In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for both business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers - outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games."--BOOK JACKET |
Bibliography |
Includes bibliographical references (pages [311]-317) and index |
Subject |
Internet games -- Social aspects.
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Internet games -- Economic aspects.
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LC no. |
2005007796 |
ISBN |
0226096262 (cloth : alk. paper) |
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