Synthetic Worlds
The Business and Culture of Online Games
Synthetic Worlds
The Business and Culture of Online Games
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.
“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
Read an interview with the author.
344 pages | 1 line drawing, 4 tables | 6 x 9 | © 2006
Economics and Business: Business--Business Economics and Management Studies, Economics--Money and Banking
Philosophy: Philosophy of Society
Sociology: Collective Behavior, Mass Communication, General Sociology, Sociology of Arts--Leisure, Sports
Reviews
Table of Contents
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
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