Surveys the growing popularity of virtual reality worlds as represented by such online games as World of Warcraft and Second Life, explaining how virtual arenas have become representative of new social, political, and economic orders that have captured the attention of millions of everyday people. 20, 000 first printing.aquot;Gamesaquot; and aquot;playaquot; are not the same thing. A game is a designed goal environment with an uncertain outcome. Play is anything thata#39;s not serious. The stock market is a game thata#39;s not play. A piece of code labeled aquot;video gameaquot; may well be ananbsp;...
|Title||:||Exodus to the Virtual World|
|Publisher||:||Palgrave Macmillan - 2007-11-27|