Enter your mobile number below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
Getting the download link through email is temporarily not available. Please check back later.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your mobile phone number.

Synthetic Worlds: The Business and Culture of Online Games

4.0 out of 5 stars 23 customer reviews
ISBN-13: 978-0226096261
ISBN-10: 0226096262
Why is ISBN important?
This bar-code number lets you verify that you're getting exactly the right version or edition of a book. The 13-digit and 10-digit formats both work.
Scan an ISBN with your phone
Use the Amazon App to scan ISBNs and compare prices.
Have one to sell? Sell on Amazon
Buy used
Condition: Used: Acceptable
Comment: Unbeatable customer service, and we usually ship the same or next day. Over one million satisfied customers!
Access codes and supplements are not guaranteed with used items.
33 Used from $0.01
FREE Shipping on orders over $25.
More Buying Choices
9 New from $7.00 33 Used from $0.01 2 Collectible from $9.85
Free Two-Day Shipping for College Students with Prime Student Free%20Two-Day%20Shipping%20for%20College%20Students%20with%20Amazon%20Student

Excel 2016 For Dummies Video Training
Discover what Excel can do for you with self-paced video lessons from For Dummies. Learn more.
click to open popover

Editorial Reviews


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
(Tim Harford Chronicle of Higher Education)

About the Author

Edward Castronova is associate professor of telecommunications at Indiana University, where he specializes in the economic and social impact of multiplayer online video games.

New York Times best sellers
Browse the New York Times best sellers in popular categories like Fiction, Nonfiction, Picture Books and more. See more

Product Details

  • Hardcover: 344 pages
  • Publisher: University Of Chicago Press (November 13, 2005)
  • Language: English
  • ISBN-10: 0226096262
  • ISBN-13: 978-0226096261
  • Product Dimensions: 9.2 x 6.4 x 1.1 inches
  • Shipping Weight: 1.4 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon Best Sellers Rank: #2,619,485 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Hardcover
I expected something a little more "rigorous" from Dr. Ed. I believe though that he takes an excellent first swipe at virtual worlds.

For people already playing these games the first 50 or so pages are boring. But he obviously covers this material so that even lay people can quickly be brought up to speed on his other topics. He sometimes slips back into these rudimentary explanations but I believe it is an effort to help the larger market.

He covers a wide variety of topics in this book. Discussions of property rights within VR worlds, violence within VR worlds, and the actual value of VR money and items. The variety of topics leads to a slight rambling feel in the book and some thiness on the arguements. However, I thought everything was adequately covered. I was looking for something of a "truer" economic discussion of synthetic worlds but he teased me. He does write an explanation, and defense, of synthetic economies and problems within them. For me though, I thought this was going to be all 300 or so pages when it was just about 75.

If there were more books like this published I would have given him 3 stars but since this is going to be the start in a long, long, long series of books I will give him 4 for breaking ground. He probably should have milked the material for two books. :)

If you have play these games and have and a tidbit of economics in you then buy the book and enjoy. I am going to read his papers now in an effort to get that fix.

Comment 24 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
Format: Hardcover
I first came across DR. Castranova after reading a paper he had written on the cost variance between male and female Avatars (characters) sold on Ebay for the game "Everquest". As a recovering ex-gamer I found this material interesting. Anyone who has ever played a game that is within a synthetic world should understand exactly how engrossing they are.

(A Synthetic World is a gaming landscape that is always running in which gamers can interact with each other and play within a virtual reality that has loose rules and the characters can nearly do whatever they want)

Dr. Castranova's book "Synthetic Worlds" explores the new technology of role playing games set within these virtual realities and what they mean to the players and to society at large. It all started in the later 90's when the video game classic Ultima was created as "Ultima Online". From then on there have been more and increasingly complex virtual world games including "Everquest" and "World of Warcraft". Gamers who want to have good characters in these games can play for many hours and build their warriors, mages etc into powerful players OR they can buy them on Ebay. This is one way in which the game world has real world implications. But on a deeper note it seems that gamers many of whom put in many hours a day within these synthetic worlds, often seem to care more for their synthetic life than their actual one. There are several problems with this and while the majority of people can cope with the separation of synthetic and actual worlds there are a few that cannot. Either way these synthetic worlds have become a great new form of escapism that lets the user do things they could never do in a very real feeling way.
Read more ›
Comment 27 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
Format: Hardcover
Castranova is one of the first intellectuals to notice the importance of new societies that are being created in cyberspace. Much of this book is devoted to (sometimes redundant) explanations of why they are more than just games.

Around the middle of the book, he switches from describing a typical world for the benefit of those who doubt the importance of virtual worlds to describing how to design good worlds. This is where I started to find the book interesting and the questions thought-provoking, but the answers often unconvincing.

His most important discussion is about the near-anarchy that prevails in most virtual societies. He attributes this partly to the "Customer Service State" of for-profit world builders who are too cheap to pay for as much government as he assumes citizens want. But he seems to believe this is too inevitable to be worth much analysis. His more interesting question is why don't the world's citizens organize a government of their own? His answer is that citizens don't have enough power over each other to enforce laws they might create. But he doesn't convince me this is true (are boycotts useless? is repeatedly killing an outlaw not punishment?), nor does he explain why the designer face little pressure to change the design of the world to make it easier to enforce laws (what would happen if the world were designed to enable one person to effectively banish a person she doesn't like from her view of the world?). I suspect part of the answer is that there's less demand for government than he expects. I see some hints that his desire for government in cyberspace is a simple reflection of his desire for government in the real world.
Read more ›
Comment 6 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse

Most Recent Customer Reviews