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Books Books 1 - 10 of about 45 related to Synthetic Worlds: The Business and Culture of Online Games.   

Exodus to the Virtual World: How Online Fun Is Changing Reality

Edward Castronova - Business & Economics - 2008 - 256 pages
Surveys the growing popularity of virtual reality worlds as represented by such online games as World of Warcraft and Second Life, explaining how virtual arenas have become ...
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Wildcat Currency: How the Virtual Money Revolution Is Transforming the Economy

Edward Castronova - Business & Economics - 2014 - 320 pages
Private currencies have always existed, from notes printed by individual banks to the S&H Green Stamps that consumers once redeemed for household items. Today’s economy has ...
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The immigrant welfare effect: take-up or eligibility?

Edward Castronova - 1999 - 21 pages
Are immigrants on welfare because they are more likely to be eligible or because they are more likely to claim benefits for which they are eligible? The answer is politically ...
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Virtual Economies: Design and Analysis

Vili Lehdonvirta, Edward Castronova - Business & Economics - 2014 - 294 pages
How the basic concepts of economics -- including markets, institutions, and money -- can be used to create and analyze economies based on virtual goods.
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Regulating Markets: A BIT of Virtual Economies

Vili Lehdonvirta, Edward Castronova - Business & Economics - 2015 - 18 pages
In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind ...
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The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How ...

Nick Yee - Social Science - 2014 - 261 pages
Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual ...
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The Second Life Herald: The Virtual Tabloid that Witnessed the Dawn of the ...

Peter Ludlow, Mark Wallace - Computers - 2007 - 295 pages
A behind-the-scenes account of the emergence of a fascinating virtual universe that is at once colorful, important, and unpredictable, with shocking consequences in the real world.
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The State of Play: Law, Games, and Virtual Worlds

Jack Balkin, Beth Simone Noveck - Games - 2006 - 304 pages
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit ...
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Play Between Worlds: Exploring Online Game Culture

T. L. Taylor - Computers - 2009 - 206 pages
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that ...
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