articleChoice Reviews OnlineSep 1, 2006Closed access

Synthetic worlds: the business and culture of online games

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Abstract

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 starting to spend more time online than at their day jobs. In Worlds, Edward Castronova offers the first comprehensive look…

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Topics & keywords

Keywords
  • Escapism
  • Fantasy
  • Entertainment
  • Liberian dollar
  • Metaverse
  • Everyday life
  • Advertising
  • Sociology
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