Synthetic Worlds: The Business and Culture of Online Games
By Edward Castronova welcome to booko.org
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Publisher: University Of Chicago Press
Number Of Pages: 344
Publication Date: 2005-11-13
ISBN-10 / ASIN: 0226096262
ISBN-13 / EAN: 9780226096261
Product Description:
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.
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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 ten 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.
“Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist
“Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education my booko.org,my favourite website
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Summary: Not Perfect, Still Important
Rating: 3
There are many aspects of Castronova's analysis, specifically his conculusions on the social implications of virtual worlds, that I am unable to entirely rally behind. Nonetheless, I think Synthetic Worlds is an important read for those interested in virtual worlds. Castronova does an outstanding job outlining the fundamental hardware, software, and business structure aspects of this industry. Moreover, Castronova applies his training in Economics to great affect, concluding that, contrary to marketing hype, all social worlds force economic decision making. booko.org my favourite website
Summary: Synthetic Worlds: The Business and Culture of Online Games
Rating: 3 www.booko.org
This book was written for people who have heard about online "synthetic" (the author avoids using the over-hyped term "virtual") online worlds such as "World of Warcraft" or "Second Life", and are curious, but assume it's just some nerds in basements, not tens of millions of "ordinary" people engaged in near-billion dollar economies.
If you already have a rough idea of what's going on (you don't need to be an active "citizen" in any of these worlds for that), then the book doesn't have all that much to offer, though there is a great chapter on economics that discusses strategies for avoiding inflation ("MUDflation"), and the chapter on politics may stimulate some thoughts. source from www.booko.org
The book could have been more interesting if the author had been able to go into more detail and compare different online economies, and get an insider's perspective on why it is that things are the way the are (incl. failed experiments etc). I'd also have liked to see a less shallow discussion of the psychology behind all of this -- is the reason people kill each other online when they can just because that's the nature of humans, and is the reason South Koreans are way ahead online simply down to bandwidth rather than cultural differences?
