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Synthetic worlds the business and culture of online games edward castronova on amazoncom free shipping on qualifying offers 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 hoursand the book synthetic worlds the business and culture of online games edward castronova is published by university of chicago presssynthetic worlds the business and culture of online games posted on march 1 2006 by editor review by iprofess elvin druid of zuljin azeroth all communications care of barlowjpacificuedu please place for iprofess in subject line castronova edward synthetic worlds the business and culture of online games theget this from a library synthetic worlds the business and culture of online games edward castronova in synthetic worlds edward castronova offers the first comprehensive look at the online game industry exploring its implications for both business and culture alike he starts with the players synthetic worlds virtual worlds online worlds whatever your term of choice these are all the same thing some synthetic worlds exist for the sake of being synthetic worlds second life is a good example others are game based such as world of warcraft

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