Synthetic worlds :: the business and culture of online games /
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 bran...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Chicago :
University of Chicago Press,
©2005.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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 s. |
Beschreibung: | 1 online resource (xi, 332 pages) |
Bibliographie: | Includes bibliographical references (pages 311-317) and index. |
ISBN: | 9780226096315 0226096319 1281959324 9781281959324 9786611959326 6611959327 |
Internformat
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100 | 1 | |a Castronova, Edward. | |
245 | 1 | 0 | |a Synthetic worlds : |b the business and culture of online games / |c Edward Castronova. |
260 | |a Chicago : |b University of Chicago Press, |c ©2005. | ||
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505 | 0 | |a Introduction: the changing meaning of play -- Part I: The synthetic world: a tour. Daily life on a synthetic earth -- The user -- The mechanics of world-making -- Emergent culture: institutions within synthetic reality -- The business of world-making -- Part II: When boundaries fade. The almost-magic circle -- Free commerce -- The economics of fun: behavior and design -- Governance -- Topographies of terror -- Toxic immersion and internal security -- Part III: Threats and opportunities. Implications and policies -- Into the age of wonder -- Appendix: a digression on virtual reality. | |
588 | 0 | |a Print version record. | |
520 | |a 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 s. | ||
546 | |a English. | ||
650 | 0 | |a Video games |x Social aspects. | |
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author | Castronova, Edward |
author_facet | Castronova, Edward |
author_role | |
author_sort | Castronova, Edward |
author_variant | e c ec |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.15 .C394 2005eb |
callnumber-search | GV1469.15 .C394 2005eb |
callnumber-sort | GV 41469.15 C394 42005EB |
callnumber-subject | GV - Leisure and Recreation |
classification_rvk | AP 18200 |
collection | ZDB-4-EBA |
contents | Introduction: the changing meaning of play -- Part I: The synthetic world: a tour. Daily life on a synthetic earth -- The user -- The mechanics of world-making -- Emergent culture: institutions within synthetic reality -- The business of world-making -- Part II: When boundaries fade. The almost-magic circle -- Free commerce -- The economics of fun: behavior and design -- Governance -- Topographies of terror -- Toxic immersion and internal security -- Part III: Threats and opportunities. Implications and policies -- Into the age of wonder -- Appendix: a digression on virtual reality. |
ctrlnum | (OCoLC)309296341 |
dewey-full | 794.8/14678 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/14678 |
dewey-search | 794.8/14678 |
dewey-sort | 3794.8 514678 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport |
format | Electronic eBook |
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spelling | Castronova, Edward. Synthetic worlds : the business and culture of online games / Edward Castronova. Chicago : University of Chicago Press, ©2005. 1 online resource (xi, 332 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references (pages 311-317) and index. Introduction: the changing meaning of play -- Part I: The synthetic world: a tour. Daily life on a synthetic earth -- The user -- The mechanics of world-making -- Emergent culture: institutions within synthetic reality -- The business of world-making -- Part II: When boundaries fade. The almost-magic circle -- Free commerce -- The economics of fun: behavior and design -- Governance -- Topographies of terror -- Toxic immersion and internal security -- Part III: Threats and opportunities. Implications and policies -- Into the age of wonder -- Appendix: a digression on virtual reality. Print version record. 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 s. English. Video games Social aspects. Video games Economic aspects. http://id.loc.gov/authorities/subjects/sh2024000025 Jeux vidéo Aspect social. Jeux vidéo Aspect économique. GAMES Video & Electronic. bisacsh has work: Synthetic worlds (Text) https://id.oclc.org/worldcat/entity/E39PCGvgWCRVR4ByytDCgjDRjC https://id.oclc.org/worldcat/ontology/hasWork Print version: Castronova, Edward. Synthetic worlds. Chicago : University of Chicago Press, ©2005 0226096262 9780226096261 (DLC) 2005007796 (OCoLC)58648183 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=260509 Volltext |
spellingShingle | Castronova, Edward Synthetic worlds : the business and culture of online games / Introduction: the changing meaning of play -- Part I: The synthetic world: a tour. Daily life on a synthetic earth -- The user -- The mechanics of world-making -- Emergent culture: institutions within synthetic reality -- The business of world-making -- Part II: When boundaries fade. The almost-magic circle -- Free commerce -- The economics of fun: behavior and design -- Governance -- Topographies of terror -- Toxic immersion and internal security -- Part III: Threats and opportunities. Implications and policies -- Into the age of wonder -- Appendix: a digression on virtual reality. Video games Social aspects. Video games Economic aspects. http://id.loc.gov/authorities/subjects/sh2024000025 Jeux vidéo Aspect social. Jeux vidéo Aspect économique. GAMES Video & Electronic. bisacsh |
subject_GND | http://id.loc.gov/authorities/subjects/sh2024000025 |
title | Synthetic worlds : the business and culture of online games / |
title_auth | Synthetic worlds : the business and culture of online games / |
title_exact_search | Synthetic worlds : the business and culture of online games / |
title_full | Synthetic worlds : the business and culture of online games / Edward Castronova. |
title_fullStr | Synthetic worlds : the business and culture of online games / Edward Castronova. |
title_full_unstemmed | Synthetic worlds : the business and culture of online games / Edward Castronova. |
title_short | Synthetic worlds : |
title_sort | synthetic worlds the business and culture of online games |
title_sub | the business and culture of online games / |
topic | Video games Social aspects. Video games Economic aspects. http://id.loc.gov/authorities/subjects/sh2024000025 Jeux vidéo Aspect social. Jeux vidéo Aspect économique. GAMES Video & Electronic. bisacsh |
topic_facet | Video games Social aspects. Video games Economic aspects. Jeux vidéo Aspect social. Jeux vidéo Aspect économique. GAMES Video & Electronic. |
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