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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Chicago :
University of Chicago Press,
©2005.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.