The invisible hand in virtual worlds: the economic order of video games
Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process,...
Gespeichert in:
Format: | Elektronisch E-Book |
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Sprache: | English |
Veröffentlicht: |
Cambridge
Cambridge University Press
2021
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Schlagworte: | |
Online-Zugang: | DE-20 Volltext |
Zusammenfassung: | Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, more than any other form of media, demonstrate the power and creative potential of human choice - an idea that's also the foundation of economic thinking. Whether it's developing trade relations, or the use of money, or even complex legal institutions, virtual worlds provide a captivating and entertaining arena for studying economic behavior in its most dynamic forms. The overarching theme of the volume is the economic order that governs virtual worlds, and the many ways individuals work together, often without knowing it, to govern their social relations in digital space |
Beschreibung: | Title from publisher's bibliographic system (viewed on 30 Jul 2021) |
Beschreibung: | 1 Online-Ressource (256 Seiten) |
ISBN: | 9781108884891 |
DOI: | 10.1017/9781108884891 |
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Datensatz im Suchindex
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bvnumber | BV049636630 |
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dewey-full | 794.8/4 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/4 |
dewey-search | 794.8/4 |
dewey-sort | 3794.8 14 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Wirtschaftswissenschaften |
discipline_str_mv | Sport |
doi_str_mv | 10.1017/9781108884891 |
format | Electronic eBook |
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spelling | The invisible hand in virtual worlds the economic order of video games edited by Matthew McCaffrey Cambridge Cambridge University Press 2021 1 Online-Ressource (256 Seiten) txt rdacontent c rdamedia cr rdacarrier Title from publisher's bibliographic system (viewed on 30 Jul 2021) Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, more than any other form of media, demonstrate the power and creative potential of human choice - an idea that's also the foundation of economic thinking. Whether it's developing trade relations, or the use of money, or even complex legal institutions, virtual worlds provide a captivating and entertaining arena for studying economic behavior in its most dynamic forms. The overarching theme of the volume is the economic order that governs virtual worlds, and the many ways individuals work together, often without knowing it, to govern their social relations in digital space Video games / Economic aspects Video game industry Video gamers / Psychology Economics / Psychological aspects Video games / Social aspects Videospiel (DE-588)4063465-6 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Videospiel (DE-588)4063465-6 s DE-604 McCaffrey, Matthew Sonstige oth Erscheint auch als Druck-Ausgabe 9781108839716 https://doi.org/10.1017/9781108884891 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | The invisible hand in virtual worlds the economic order of video games Video games / Economic aspects Video game industry Video gamers / Psychology Economics / Psychological aspects Video games / Social aspects Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4063465-6 (DE-588)4143413-4 |
title | The invisible hand in virtual worlds the economic order of video games |
title_auth | The invisible hand in virtual worlds the economic order of video games |
title_exact_search | The invisible hand in virtual worlds the economic order of video games |
title_exact_search_txtP | The invisible hand in virtual worlds the economic order of video games |
title_full | The invisible hand in virtual worlds the economic order of video games edited by Matthew McCaffrey |
title_fullStr | The invisible hand in virtual worlds the economic order of video games edited by Matthew McCaffrey |
title_full_unstemmed | The invisible hand in virtual worlds the economic order of video games edited by Matthew McCaffrey |
title_short | The invisible hand in virtual worlds |
title_sort | the invisible hand in virtual worlds the economic order of video games |
title_sub | the economic order of video games |
topic | Video games / Economic aspects Video game industry Video gamers / Psychology Economics / Psychological aspects Video games / Social aspects Videospiel (DE-588)4063465-6 gnd |
topic_facet | Video games / Economic aspects Video game industry Video gamers / Psychology Economics / Psychological aspects Video games / Social aspects Videospiel Aufsatzsammlung |
url | https://doi.org/10.1017/9781108884891 |
work_keys_str_mv | AT mccaffreymatthew theinvisiblehandinvirtualworldstheeconomicorderofvideogames |