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...more
On the bad side, Castronova's writing style is unpleasant to read: a lot of failed humor, and far more personal anecdote than is desired. The structure of the book i...more
It's an in-depth multi-faceted study of MMORPGs, massively multiplayer online role-playing games, of all genres and around the world. The author deliberately chose the term 'synthetic world', among other reasons because he intended to avoid the phrase 'virtual reality' - his thesis on that is that the over-hyped techno...more
Some synthetic worlds exist for the sake of being synthetic worlds. Second Life is a good example.
Others are game-based, such as World of Warcraft.
The conventional wisdom was that we'd need immersive 3D graphics, preferably with a Virtual Reality-type setup for people to become immersed. The conventional wisdom was wrong; simple 2D graphics are, quite often, enough for people to get immers...more
This book is easy to read yet very informative. You don't have to posses a deep background in economics to understand t...more
if you can swing real benjamins from virtual worlds, all the more power to you. but if you feel compelled to put real dollars to buy virtual currency to buy that epic boe? i question your reality.
mi aspettavo una maggiore anttenzione ai problemi della 'esistenza' dentro i mondi virtuali. Invece l'autore si concetra molto di più tra interazioni ed effetti fra mondo reale e virtuale