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Synthetic Worlds: The Business and Culture of Online Games
 
 
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Synthetic Worlds: The Business and Culture of Online Games [Paperback]

Edward Castronova
3.7 out of 5 stars  See all reviews (3 customer reviews)
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Product details

  • Paperback: 344 pages
  • Publisher: University of Chicago Press; New edition edition (13 Oct 2006)
  • Language English
  • ISBN-10: 0226096270
  • ISBN-13: 978-0226096278
  • Product Dimensions: 22.9 x 15.4 x 2.1 cm
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 393,979 in Books (See Top 100 in Books)

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Edward Castronova
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Review

"There is a surprisingly large and growing number of people spending an astonishingly large amount of time - and financial resources - playing online games. These games build upon the platform of the Internet and enable users to interact in an increasingly realistic world. Synthetic Worlds introduces a wide range of perspectives to this important phenomenon. It is a valuable and informative book that makes a significant contribution to a growing and important area of social life." --Lawrence Lessig, author of Free Culture: How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity" --This text refers to the Hardcover edition.

Product Description

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
"

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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most Helpful Customer Reviews
3 of 3 people found the following review helpful
Format:Paperback
An essential text that has already become a classic, addressing the issues arising in MMORPGs and MUDs, most of which apply directly to the fundamentals of the more recent 'goal-free' worlds such as Second Life. Castronova writes as a senior economics academic, and deals with all the relevant issues of the synthetic world economy and its relationship to the non-synthetic world. Along the way he successfully establishes and defends a position that asserts the mutual interpenetration of synthetic and non-synthetic worlds, based on the widely-accepted utility (subjective) definition of the value of goods and services offered in a marketplace. Thus, an artefact created within Second Life and sold for the same final bid alongside non-synthetic articles on e-Bay is as real and as valuable as they are: within the economist's definition of value, identical. Text 283pp, Appendix 10pp, Notes 16pp, References 7pp, Index 14pp. It could have been dry but it is emphatically not so; a fascinating account, told with humour and insight.
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7 of 8 people found the following review helpful
Format:Hardcover
Ed Castranova is probably the best known academic who writes about virtual worlds and Massively Multi-player Online Role Playing Games. These include the big online fantasy games such as Everquest and World of Warcaft, where thousands of people go and adventure together in lavish 3D worlds, as well as the more creative virtual playgrounds such as Second Life and Project Entropia, where people can more or less create whatever virtual objects they like and possibly make a real living from it.

In his first proper book on the subject, he refers back to his very first paper where he argued how the `residents' of Everquest were more productive in real dollar terms than the residents of some real countries. This brought him international fame and now many other academics are now researching the subject.

From this basis he describes what makes a virtual world, looking at the design, the technology, the in-game economy, the social aspects and possible futures for the genre. I find Castranova a very accessible writer and found this book very interesting. People who are knowledgeable about the subject may not find too much they didn't know already but nevertheless it's a good read for anyone interested in the subject.
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Out Of Date 19 Nov 2011
Format:Paperback
This book was probably very good 10 years ago, but is very out of date now. Especially useless for business of gaming. There where only one million users of WOW at the time and ebay allowed sales on it, as I said many years out of date.
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