|Listed in category:
Have one to sell?

Synthetic Worlds: The Business and Culture of... by Castronova, Edward Paperback

nitrousmoney2008
(110)
Registered as a private seller
Consumer protection regulations resulting from EU consumer law are therefore not applicable. eBay buyer protection still applies to most purchases.
US $4.99
Approximately£3.76
Condition:
Very Good
Postage:
US $5.22 (approx £3.93) USPS Media MailTM.
Located in: Marlborough, Massachusetts, United States
Delivery:
Estimated between Sat, 9 Aug and Fri, 15 Aug to 94104
Delivery time is estimated using our proprietary method which is based on the buyer's proximity to the item location, the delivery service selected, the seller's delivery history and other factors. Delivery times may vary, especially during peak periods.
Returns:
No returns accepted.
Payments:
    Diners Club

Shop with confidence

eBay Money Back Guarantee
Get the item you ordered or your money back. Learn moreeBay Money Back Guarantee - opens new window or tab
Seller assumes all responsibility for this listing.
eBay item number:274291217222
Last updated on 07 Oct, 2022 16:10:22 BSTView all revisionsView all revisions

Item specifics

Condition
Very Good: A book that has been read and does not look new, but is in excellent condition. No ...
ISBN
9780226096278

About this product

Product Identifiers

Publisher
University of Chicago Press
ISBN-10
0226096270
ISBN-13
9780226096278
eBay Product ID (ePID)
53953466

Product Key Features

Number of Pages
344 Pages
Language
English
Publication Name
Synthetic Worlds : the Business and Culture of Online Games
Publication Year
2006
Subject
Internet / General, Social Aspects / General, General, Virtual Worlds
Type
Textbook
Subject Area
Computers, Business & Economics
Author
Edward Castronova
Format
Perfect

Dimensions

Item Height
1 in
Item Weight
19.1 Oz
Item Length
9 in
Item Width
6 in

Additional Product Features

Intended Audience
Trade
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
794.8/14678
Table Of Content
Acknowledgments Introduction: The Changing Meaning of Play Part I. The Synthetic World: A Tour Chapter 1. Daily Life on a Synthetic Earth Chapter 2. The User Chapter 3. The Mechanics of World-Making Chapter 4. Emergent Culture: Institutions within Synthetic Reality Chapter 5. The Business of World-Making Part II. When Boundaries Fade Chapter 6. The Almost-Magic Circle Chapter 7. Free Commerce Chapter 8. The Economics of Fun: Behavior and Design Chapter 9. Governance Chapter 10. Topographies of Terror Chapter 11. Toxic Immersion and Internal Security Part III. Threats and Opportunities Chapter 12. Implications and Policies Chapter 13. Into the Age of Wonder Appendix: A Digression on Virtual Reality Notes References Index
Synopsis
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 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. "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 ", 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, 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
LC Classification Number
GV1469.15.C43 2006

Item description from the seller

About this seller

nitrousmoney2008

171 items sold

Joined Nov 2008
Registered as a private sellerThereby, consumer rights stemming from EU consumer protection law do not apply. eBay buyer protection still applies to most purchases.

Seller Feedback (52)

All ratings
Positive
Neutral
Negative
  • b***p (109)- Feedback left by buyer.
    More than a year ago
    Verified purchase
    Item arrived promptly and was as described. Thank you!
  • i***. (98)- Feedback left by buyer.
    More than a year ago
    Verified purchase
    Shipped quickly. Good condition. Thank you.
  • j***j (5694)- Feedback left by buyer.
    More than a year ago
    Verified purchase
    Great Seller!!