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Author: Edward Castronova Publisher: University of Chicago Press ISBN: 0226096319 Category : Computers Languages : en Pages : 346
Book 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
Author: Edward Castronova Publisher: University of Chicago Press ISBN: 0226096319 Category : Computers Languages : en Pages : 346
Book 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
Author: Esther Leslie Publisher: Reaktion Books ISBN: 1861895542 Category : Science Languages : en Pages : 280
Book Description
This revealing study considers the remarkable alliance between chemistry and art from the late eighteenth century to the period immediately following the Second World War. Synthetic Worlds offers fascinating new insights into the place of the material object and the significance of the natural, the organic, and the inorganic in Western aesthetics. Esther Leslie considers how radical innovations in chemistry confounded earlier alchemical and Romantic philosophies of science and nature while profoundly influencing the theories that developed in their wake. She also explores how advances in chemical engineering provided visual artists with new colors, surfaces, coatings, and textures, thus dramatically recasting the way painters approached their work. Ranging from Goethe to Hegel, Blake to the Bauhaus, Synthetic Worlds ultimately considers the astonishing affinities between chemistry and aesthetics more generally. As in science, progress in the arts is always assured, because the impulse to discover is as immutable and timeless as the drive to create.
Author: Andreas Hebbel-Seeger Publisher: Springer Science & Business Media ISBN: 146146286X Category : Business & Economics Languages : en Pages : 422
Book Description
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
Author: Kenneth W. Kisiel Publisher: CRC Press ISBN: 1134783256 Category : Computers Languages : en Pages : 446
Book Description
Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.
Author: Jack Buffington Publisher: Bloomsbury Publishing USA ISBN: Category : Business & Economics Languages : en Pages : 139
Book Description
Shows why plastics, in aggregate, have become a toxin to humans, wildlife, and the planet, and proposes novel solutions that involve neither traditional recycling nor giving up plastic. "Plastics!" In the 50 years since Dustin Hoffman's character in The Graduate was instructed that this was the career field of the future, we have not been able to escape this ubiquitous but poorly understood material. Author Jack Buffington argues that the plastics crisis is careening toward a tipping point from which there will be no return. There is still time, however, to do something about this crisis if we have the imagination and the will to move away from the failed policies of the past. This book is the first to propose a new model for linking our synthetic world to the natural one, rather than seeking to treat them as separate entities. The key is supply chain innovation. Buffington presents five market-based solutions based on this principle that will allow consumers to continue to use plastic, which has in many ways enabled our way of life. Alongside these proposed solutions, he also addresses the proliferation of plastic as we know it—growth that, if left unchecked, will lead to a "planetary crisis," according to the United Nations—and considers how the material itself might be adapted for a sustainable future.
Author: Edward Castronova Publisher: St. Martin's Press ISBN: 0230608612 Category : Social Science Languages : en Pages : 268
Book Description
Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.
Author: Sophia Roosth Publisher: University of Chicago Press ISBN: 022644046X Category : Science Languages : en Pages : 258
Book Description
In the final years of the twentieth century, emigres from mechanical and electrical engineering and computer science resolved that if the aim of biology was to understand life, then making life would yield better theories than experimentation. Sophia Roosth, a cultural anthropologist, takes us into the world of these self-named synthetic biologists who, she shows, advocate not experiment but manufacture, not reduction but construction, not analysis but synthesis. Roosth reveals how synthetic biologists make new living things in order to understand better how life works. What we see through her careful questioning is that the biological features, theories, and limits they fasten upon are determined circularly by their own experimental tactics. This is a story of broad interest, because the active, interested making of the synthetic biologists is endemic to the sciences of our time."
Author: Di'an Fan Publisher: Mit Press ISBN: Category : Art Languages : en Pages : 362
Book Description
The artworks in 'Synthetic Times' explore a trajectory of uncanny visions ranging from the desire to transcend the corporal to the construction of synthetic worlds.
Author: Tat Seng Chua Publisher: World Scientific ISBN: 9814548316 Category : Languages : en Pages : 442
Book Description
The process of integrating multiple senses and media into computer systems accelerated recently. This has broaden the applications of multimedia from the traditional areas of information organization, presentation and learning, to the new fields of simulation and virtual reality. Applications that have benefited from the introduction of multimedia include: training, demonstration of products for sales or inventory, education, computer-aided design and engineering, medicine, weather, and entertainment.This volume is devoted to the discussion of effective modeling of multimedia information and systems for a wide range of applications. It is perhaps the only book that devotes entirely to this important but much neglected topic.
Author: María Puig de la Bellacasa Publisher: U of Minnesota Press ISBN: 1452953473 Category : Science Languages : en Pages : 371
Book Description
To care can feel good, or it can feel bad. It can do good, it can oppress. But what is care? A moral obligation? A burden? A joy? Is it only human? In Matters of Care, María Puig de la Bellacasa presents a powerful challenge to conventional notions of care, exploring its significance as an ethical and political obligation for thinking in the more than human worlds of technoscience and naturecultures. Matters of Care contests the view that care is something only humans do, and argues for extending to non-humans the consideration of agencies and communities that make the living web of care by considering how care circulates in the natural world. The first of the book’s two parts, “Knowledge Politics,” defines the motivations for expanding the ethico-political meanings of care, focusing on discussions in science and technology that engage with sociotechnical assemblages and objects as lively, politically charged “things.” The second part, “Speculative Ethics in Antiecological Times,” considers everyday ecologies of sustaining and perpetuating life for their potential to transform our entrenched relations to natural worlds as “resources.” From the ethics and politics of care to experiential research on care to feminist science and technology studies, Matters of Care is a singular contribution to an emerging interdisciplinary debate that expands agency beyond the human to ask how our understandings of care must shift if we broaden the world.