Synthetic Worlds: The Business and Culture of Online Games | 
| Author: Edward Castronova Publisher: University Of Chicago Press Category: Book
List Price: $18.00 Buy New: $9.99 You Save: $8.01 (44%)
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Avg. Customer Rating: 16 reviews Sales Rank: 56659
Media: Paperback Number Of Items: 1 Pages: 344 Shipping Weight (lbs): 1.2 Dimensions (in): 8.9 x 6 x 0.7
ISBN: 0226096270 Dewey Decimal Number: 794.814678 EAN: 9780226096278 ASIN: 0226096270
Publication Date: October 15, 2006 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available
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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. 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
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| Customer Reviews: Read 11 more reviews...
Synthetic Worlds: The Business and Culture of Online Games April 7, 2008 1 out of 1 found this review helpful
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.
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?
The book is also (inevitably) a bit outdated. The author frequently mentions how virtual items are traded on Ebay; Ebay prohibited sales of items from World of Warcraft and EverQuest beginning of 2007. There is no mention of the "farming" phenomenon. And I was surprised that the book didn't mention Second Life (which I'd imagine should be more interesting than most fantasy worlds from an economist's point of view) much except in passing.
Did not get the book January 13, 2008 0 out of 9 found this review helpful
It is impossible to change the address when you first have placed the purchase. It makes it difficult when you the moment you buy the book discover that you made an error (wrong address), and then it is already to late to change the address. What can you do? Probably nothing, other than accept that you lost your money, and buy the book elsewhere.
Bad reasoning, capitalizing on hype January 2, 2008 2 out of 4 found this review helpful
Were this book explicitly a marketing tool for virtual worlds, I would say job well done. But as a work of scholarship, it is downright embarrassing. The only thing I have to say for it is that the economic analysis in part II does not seem patently ridiculous, but the same cannot be said about the political analysis, and both are predicated on the validity of part I's predictions of the growth and impact of virtual worlds. His logic explaining this predicted growth can only be referred to as spurious.
Published in 2006, this book is already dated, and in ways relevant to the author's predictions. His prediction that passive TV watching will decline in favor of virtual worlds is only half-true: instead, we have a flourishing YouTube where people interact with passive media by creating more passive media. The niche of on-line communication medium has been filled by social networking sites. The author predicts that people who grow up with technology will be drawn to virtual worlds, but this has not been the case. The adoption rate of virtual worlds among teenagers pales in comparison to the use of text messaging, social network sites, and other available technologies. This comes as a surprise given how inherently compelling he portrays these virtual worlds.
Castronova does not seem to take into consideration the reality of differing preferences. He claims the "natural" place for getting together is cyberspace, and there's no reason to type when you can talk. This kind of thinking permeates his discussion of the future growth of synthetic worlds. Because they can offer, for a certain value of "offer", interaction with a potentially more pleasant world, this does not mean that everyone down on their luck will flock to them-- regardless of how realistic the worlds may get. I think it would be difficult to argue that even enough of a critical mass for the phenomena he describes in part II has the right kind of inclinations to "live" completely in virtual worlds.
Castronova frequently employs the rhetorical device of referring to these worlds and everything about them as "real". Certainly, they are "real" in the sense that they are something that people occupy their actual time with, but this does not make them "real" in the sense of an equal alternative to actual life. Throughout the book he uses terminology to blur the line between the two meanings of "real", presumably with the goal of validating his claims about the importance of virtual worlds. He talks about it as a "way of life", about the players as "migrants", and that they have the "potential to become permanent homes for the conscious self" (p. 238). He claims game makers should allow avatars to have all the same human rights in-game as their players do in the real world. It's an argument that only makes sense if you accept that there's no fundamental difference between virtual worlds and the real worlds, and that's a claim that has a much higher burden of proof than his tricky rhetoric can meet.
Virtual worlds are a hot topic, and the buzz surrounding them has allowed a scholar to put out absolute crap, assured that the audience will call it "stimulating", "important" and "insightful". If you're going to read this book, cut through the hype and read with an eye towards the logic of his argument. But other than as a first-hand view of the type of faulty reasoning used to convince people that virtual worlds are the Next Big Thing, it's not worth the read.
Was expecting more May 27, 2007 3 out of 6 found this review helpful
To be honest I was expecting more on this book.It didnt tell all the info I wanted to know and the author focus too much on 2D games like Everquest and not so much in 3D games like Second Life.In most of the book the author is a little superficial in his analysis,he could go deeper.However the book is good for people who wanna have a general idea about on line games,specially Everquest,World of Warcraft and Star Wars.
Great start on the subject May 7, 2007 1 out of 1 found this review helpful
Best book discussing online worlds that I've read.
The author's background in economics makes for an interesting perspective. He goes to great lengths to point out where and how virtual worlds cross over into the "real" world.
He doesn't, however, take things quite as far as I expected. For instance, he doesn't suggest that any interaction, social or otherwise, if conducted online might well be considered as having occurred in a virtual world. And he doesn't spend any effort exploring online to offline gestural equivalence. But I don't think he can be faulted. There's enough material in this area to fill several volumes. What he does cover, he makes accessible, interesting, and relevant.
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