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 o… Mehr…
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 five 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.; Business, Finance & Law, University of Chicago Press<
University Of Chicago Press. Hardcover. GOOD. Spine creases, wear to binding and pages from reading. May contain limited notes, underlining or highlighting that does affect the text. Po… Mehr…
University Of Chicago Press. Hardcover. GOOD. Spine creases, wear to binding and pages from reading. May contain limited notes, underlining or highlighting that does affect the text. Possible ex library copy, will have the markings and stickers associated from the library. Accessories such as CD, codes, toys, may not be included., University Of Chicago Press, 2.5<
Leinen, gebundene Ausgabe, SU. XI + 332 S., in Englisch. Gebundene Ausgabe SU berieben, bestoßen, mit einem etw. 5 cm langem Riß und Knicken, sonst gut erhalten. ISBN: 9780226096261 gebr… Mehr…
Leinen, gebundene Ausgabe, SU. XI + 332 S., in Englisch. Gebundene Ausgabe SU berieben, bestoßen, mit einem etw. 5 cm langem Riß und Knicken, sonst gut erhalten. ISBN: 9780226096261 gebraucht; gut, [PU:Chicago/London: University of Chicago Press,]<
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Druckwaren Antiquariat GbR Sebastian Raasch und Jalil Takni, 21031 Hamburg Versandkosten:Versandkostenfrei innerhalb der BRD. (EUR 0.00) Details...
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The University of Chicago Press, 2005. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In fair condition, suitable as … Mehr…
The University of Chicago Press, 2005. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In fair condition, suitable as a study copy. No dust jacket., The University of Chicago Press, 2005<
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 o… Mehr…
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 five 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.; Business, Finance & Law, University of Chicago Press<
University Of Chicago Press. Hardcover. GOOD. Spine creases, wear to binding and pages from reading. May contain limited notes, underlining or highlighting that does affect the text. Po… Mehr…
University Of Chicago Press. Hardcover. GOOD. Spine creases, wear to binding and pages from reading. May contain limited notes, underlining or highlighting that does affect the text. Possible ex library copy, will have the markings and stickers associated from the library. Accessories such as CD, codes, toys, may not be included., University Of Chicago Press, 2.5<
Leinen, gebundene Ausgabe, SU. XI + 332 S., in Englisch. Gebundene Ausgabe SU berieben, bestoßen, mit einem etw. 5 cm langem Riß und Knicken, sonst gut erhalten. ISBN: 9780226096261 gebr… Mehr…
Leinen, gebundene Ausgabe, SU. XI + 332 S., in Englisch. Gebundene Ausgabe SU berieben, bestoßen, mit einem etw. 5 cm langem Riß und Knicken, sonst gut erhalten. ISBN: 9780226096261 gebraucht; gut, [PU:Chicago/London: University of Chicago Press,]<
Versandkosten:Versandkostenfrei innerhalb der BRD. (EUR 0.00) Druckwaren Antiquariat GbR Sebastian Raasch und Jalil Takni, 21031 Hamburg
The University of Chicago Press, 2005. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In fair condition, suitable as … Mehr…
The University of Chicago Press, 2005. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In fair condition, suitable as a study copy. No dust jacket., The University of Chicago Press, 2005<
1Da einige Plattformen keine Versandkonditionen übermitteln und diese vom Lieferland, dem Einkaufspreis, dem Gewicht und der Größe des Artikels, einer möglichen Mitgliedschaft der Plattform, einer direkten Lieferung durch die Plattform oder über einen Drittanbieter (Marketplace), etc. abhängig sein können, ist es möglich, dass die von eurobuch angegebenen Versandkosten nicht mit denen der anbietenden Plattform übereinstimmen.
With more than five million active players worldwide, online games have become too big to ignore.
Detailangaben zum Buch - Synthetic Worlds: The Business and Culture of Online Games
EAN (ISBN-13): 9780226096261 ISBN (ISBN-10): 0226096262 Gebundene Ausgabe Taschenbuch Erscheinungsjahr: 2005 Herausgeber: UNIV OF CHICAGO PR 332 Seiten Gewicht: 0,612 kg Sprache: eng/Englisch
Buch in der Datenbank seit 2007-10-23T09:03:35+02:00 (Berlin) Detailseite zuletzt geändert am 2022-08-09T01:50:35+02:00 (Berlin) ISBN/EAN: 0226096262
ISBN - alternative Schreibweisen: 0-226-09626-2, 978-0-226-09626-1 Alternative Schreibweisen und verwandte Suchbegriffe: Autor des Buches: castronova edward, said edward Titel des Buches: synthetic worlds, the culture game, new worlds, serious games, possible worlds, world online, online business, online coaching
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