An edition of Synthetic Worlds (2005)

Synthetic Worlds

  • 0 Ratings
  • 2 Want to read
  • 0 Currently reading
  • 0 Have read
Not in Library

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 0 Ratings
  • 2 Want to read
  • 0 Currently reading
  • 0 Have read

Buy this book

Last edited by ImportBot
January 27, 2022 | History
An edition of Synthetic Worlds (2005)

Synthetic Worlds

  • 0 Ratings
  • 2 Want to read
  • 0 Currently reading
  • 0 Have read

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 ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game 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. "Illuminating...Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon." —The Economist "Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations." —Tim Harford, Chronicle of Higher Education

Publish Date
Language
English

Buy this book

Previews available in: English

Edition Availability
Cover of: Synthetic Worlds
Synthetic Worlds: the Business and Culture of Online Games
2010, University of Chicago Press
in English
Cover of: Synthetic Worlds
Synthetic Worlds
2009, University of Chicago Press
Electronic resource in English
Cover of: Synthetic Worlds
Synthetic Worlds: The Business and Culture of Online Games
October 15, 2006, University Of Chicago Press
in English
Cover of: Synthetic Worlds
Synthetic Worlds: The Business and Culture of Online Games
November 13, 2005, University Of Chicago Press, University of Chicago Press
in English

Add another edition?

Book Details


Edition Notes

Published in
Chicago

Classifications

Library of Congress
GV1469

The Physical Object

Format
Electronic resource

ID Numbers

Open Library
OL24251637M
ISBN 13
9780226096315
OverDrive
356AD3E9-58A6-432E-8455-325FD6ADDA88

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

Lists

This work does not appear on any lists.

History

Download catalog record: RDF / JSON / OPDS | Wikipedia citation
January 27, 2022 Edited by ImportBot import existing book
July 31, 2012 Edited by VacuumBot Updated format 'electronic resource' to 'Electronic resource'
June 19, 2010 Edited by ImportBot Added new cover
June 17, 2010 Created by ImportBot Imported from marc_overdrive MARC record