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Synthetic Worlds: The Business and Culture of Online...

Synthetic Worlds: The Business and Culture of Online GamesTitoloSynthetic Worlds: The Business and Culture of Online Games
AutoreCastronova, Edward
Prezzo
Sconto 15%
€ 21,48   Spedizioni gratuite in Italia
(Prezzo € 25,27 Risparmio € 3,79)
CategoriaComputers: Virtual Worlds
Business & Economics
Games: Video & Electronic
RilegaturaHardcover
Dati332 p.
Anno2005
EditoreUniversity of Chicago Press
Normalmente disponibile per la spedizione entro 4/5 settimane

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Descrizione
From "EverQuest" to "World of Warcraft", online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours - and dollars - partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In "Synthetic Worlds", Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for 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: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?
With more than five million active players worldwide - and with Microsoft and Sony pouring hundreds of millions of dollars into videogame development - online games have become too big to ignore. "Synthetic Worlds" spearheads our efforts to come to terms with this virtual reality and its concrete effects.

Indice e argomenti trattati
Acknowledgmentsix
Introduction: The Changing Meaning of Play1
PART I THE SYNTHETIC WORLD: A TOUR
1. Daily Life on a Synthetic Earth
29
2. The User
51
3. The Mechanics of World-Making
79
4. Emergent Culture: Institutions within Synthetic Reality
100
5. The Business of World-Making
126
PART II WHEN BOUNDARIES FADE
6. The Almost-Magic Circle
147
7. Free Commerce
161
8. The Economics of Fun: Behavior and Design
170
9. Governance
205
10. Topographies of Terror
227
11. Toxic Immersion and Internal Security
236
PART III THREATS AND OPPORTUNITIES
12. Implications and Policies
249
13. Into the Age of Wonder
267
Appendix: A Digression on Virtual Reality285
Notes295
References311
Index319

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