Synthetic Worlds: The Business and Culture of Online Games, By Edward Castronova

Virtual Worlds are pretty common in the media these days, though it seems most people haven't connected the dots yet. They've been around for quite some time, but only in the last decade have they become visually appealing, complex and immersive enough to garner enough attention and members. Now worlds like SecondLife are gaining prominence in marketing, for NGOs, educators, and political activists1.

For myself, I've been involved with MUDs since I could get my hands on them after becoming dissatisfied with things like Galactic Adventures(Strategic Simulations, Inc.) and the (Sir-Tech) series. I played TinyMUD for a while, eventually leading to Swords of Chaos. Later, I ended up playing the original . It still wasn't good enough. Hacking monsters was boring, and being a monarch was troublesome. I switched to . But what was interesting was that with AC and EQ, I was playing with co-workers. I was selling virtual items. I even exchanged some virtual items for coffee.

I had a coworker at the time who had his kids and wife playing EQ as well. I thought that was a little strange, but then - Ryan took off and went to work with them. He went to work on a virtual world, an MMORPG. Suddenly Virtual worlds weren't the same for me.

An economist, Edward Castronova, wrote papers on it - the first being Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001). At first I thought it was a joke, but it wasn't. And then he wrote a book last year - Synthetic Worlds: The Business and Culture of Online Games.

This is the review of that book.

The introduction and first chapter of this book introduce the concept of a virtual world and a virtual economy, allowing people unfamiliar with such worlds some insight into the mechanics involved - and giving an insight into the motivations of participating. General notes on virtual world culture, the value of virtual products and many other things are discussed in a general sense, drawing from examples from online worlds such as . The depth to which Castronova writes of these topics lends itself to a deep understanding which only comes after experience and reflection. World-making mechanics, emergent cultures within virtual worlds and the business of world making come alive and more real.

Part II of the book delves into the business models and commerce of virtual worlds, both within the world and also those things which cross between the virtual world and our world. Castronova goes into great detail, asking the open questions that are still there, and pointing out areas where there may be legal concern. Governance, handling 'security issues' (griefing) on both large and small scales and other issues related to running a virtual world with minimal problems are all discussed - questions asked, possible answers given.

Part III discusses the threats and opportunities; from business challenges/landmarks (when will an avatar creator make 8 figures a year?) to threats (the number of divorce rates increase because of affairs online)- on individual and societal levels. There are no conclusions, but there is clear and sometimes eery thought of the potentials. We have been given a key, and with it we can open to the gates of Virtual Heaven or Virtual Hell. Even as I was finishing this chapter, the entire furor was unleashed within SecondLife.

Overall, Castronova put together real data and with thought extrapolated possibilities of virtual worlds which may seem extraordinary to people who have never been involved, who have never had their mind immersed in a place where Sisyphus can find solace. In 294 pages, one may encounter the reality of virtual worlds - not clearly defined, but brightly lit and under inspection of not just an economist - but a thoughtful and well written person with a humor that is often subtle but apparent. Further, you can read the book while participating in a virtual world and broaden your perspectives.

If you're serious about the potential of virtual worlds, Synthetic Worlds: The Business and Culture of Online Games is highly recommended. There is something for everyone in here - from average resident to the business person, from the warrior to the educator, from the builder to the healer - this book is a good find and a good buy. It scores a KnowProSE.com 9 out of 10, mainly because it will stay next to monitor as I explore my own thoughts and ideas along these lines. You might find it useful too.

1It's a matter of time before politicians start teleporting around and kissing prim-babies.


A Good Introduction and Exploration of the Potential of Virtual Worlds

Nov 17, 2006 by Taran Rampersad

If you're serious about the potential of virtual worlds, Synthetic Worlds: The Business and Culture of Online Games is highly recommended. There is something for everyone in here - from average resident to the business person, from the warrior to the educator, from the builder to the healer - this book is a good find and a good buy. It scores a KnowProSE.com 9 out of 10, mainly because it will stay next to monitor as I explore my own thoughts and ideas along these lines. You might find it useful too.


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thanks for the share :)

Thx for the share it's a nice work, and nice blog keep the good doing i'll be back again and again.

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