Download Exodus To The Virtual World, by Edward Castronova
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Exodus To The Virtual World, by Edward Castronova
Download Exodus To The Virtual World, by Edward Castronova
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Review
“Edward Castronova has again charted new waters to the virtual worlds emerging as the next frontier. He has proven himself as the oracle of the virtual world revolution.†―Christian Renaud, Networked Virtual Environments, Cisco“A book full of insights about our online present and a hopeful look at the future where politics and economics will be increasingly governed by the rules of video games.†―John Beck, President of The AttentionCompany and co-author of The Kids are Alright“As virtual worlds rise in popularity, they are bound to have effects on the way we live our real world lives. Dr. Castronova has put together a persuasive case that the real world may begin to model its institutions on games simply because the general populace finds them more fun. It's an eye-opening tour through how virtual worlds are run, and why practical, enjoyable governance is very different from the systems employed today.†―Raph Koster, virtual world designer
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About the Author
Edward Castronova is the author of Synthetic Worlds: The Business and Culture of Online Games, he has been featured in such media as 60 Minutes, NPR, and The New York Times. He is Associate Professor and Director of Graduate Studies in Telecommunications at Indiana University. He lives in Bloomington, Indiana.
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Product details
Paperback: 256 pages
Publisher: Griffin; First edition (November 11, 2008)
Language: English
ISBN-10: 9780230607859
ISBN-13: 978-0230607859
ASIN: 0230607853
Product Dimensions:
6.1 x 0.6 x 9.2 inches
Shipping Weight: 1 pounds (View shipping rates and policies)
Average Customer Review:
3.3 out of 5 stars
9 customer reviews
Amazon Best Sellers Rank:
#1,490,398 in Books (See Top 100 in Books)
The central theme of Exodus is the concept of "attention migration". That is: that more and more people choose to immerse themselves in synthetic worlds (Castronova's word instead of "virtual worlds") - MMOGs (Massively Multiplayer Online Games), like Second Life and World of Warcraft. Today they have at least 16 million registered users, and the number is increasing quickly. Also, some of these synthetic worlds function like alternate societies with their own norms of conduct, citizenships, economies, codes and policies and so on. In a information society where attention is central, the increasing attention spent on synthetic worlds will (according to Castronova) create a "atmospeheric event"...Castronova writes well and he discusses this social phenomenon and it's probable future impact in an interesting way. Though at times I think the discussion becomes a little repetitive, and I can't totally agree that "real" societies will have to become more "fun" and gamelike to compete with the synthetic counterparts. But it is a fascinating thought.
For any who wish to understand the virtual world, this is a major insight. From a gamer perspective, despite the first hand experience, this book highlighted many details that I had not realized. The digital world/internet has its own culture, whether or not the participant actively realizes this.From this book, I also decided to purchase Castronova's other book: Synthetic Worlds: The Business and Culture of Online Games. It was then did I realize part of what is in this book is the same as its predecessor. Overall, very insightful.
THIS BOOK, EXODUS TO THE VIRTUAL WORLD, IS A GREAT INTRODUCTION TO THOSE WHO WISH TO STUDY THE ASPECTS OF LIFE IN THE VIRTUAL, OR, SYTHETIC WORLD. THE FASCINATION THAT PEOPLE HAVE WITH GETTING AWAY FROM REALITY BECAUSE IT IS BORING AND NO LONGER "FUN" IS A RATHER DANGEROUS ROAD TO TAKE. MOST WORKING ADULTS HAVE JUST ENOUGH TIME TO JUGGLE WORK, FAMILY LIFE, AND THE MANY CHORES COMMON TO MOST FAMILIES. IMMERSING YOURSELF FOR 10 OR 20 HOURS A WEEK IN THE SYNTHETIC WORLD BECAUSE IT IS "FUN" AND LETTING GO OF REAL LIFE AND ONE'S RESPONSIBILITIES IS A LIDICROUS ACT OF SELF-CENTERED SELFISHNESS. IN MY OPINION IT IS AN IRRESPONSIBLE COP-OUT. THE AUTHOR PAYS ALMOST NO ATTENTION TO THE NEGATIVE ASPECTS OF LIFE IN THE SYNTHETIC WORLD, BUT, I SUPPOSE THAT WAS NOT HIS INTENT IN WRITING THE BOOK. I WOULD CERTAINLY NOT ALLOW MY CHILDREN TO TAKE THIS DANGEROUS ROAD. ALSO, MAKING MONEY IN THE SYNTHETIC WORLD IS LAUGHABLE: WHY WOULD ANYONE PAY $2000 FOR SOMETHING THAT DOESN'T EXIST IN REAL LIFE? WHY ARE SO MANY PEOPLE BLIND TO THIS CORRUPT IDEA? INDEED,I WAS BORN IN A DIFFERENT WORLD.
This is a thought provoking book with an excellent tour of what goes on in the game design world. But let your own thoughts occur without being led by those of the author. In that way the read will be productive.The title is an accurate prediction but not a good indication of the content. I think increasing numbers will get involved in virtual reality for the fun and psychological rewards it brings, but they will do it for escape to a kind of pure and controlled environment, something the physical world can never be.Having been a character in World of Warcraft, a game I played with dedication for 9 months, I opened this book with anticipation.But the central premise that the fun to be had in the virtual world will bring demands for the real world to be more fun is more than a bit wacky. I get the impression that the author wanted to make some kind of broad statement in defense of virtual reality and settled on the transfer of fun.The real world is full of entertainment and fun already. Neil Postman wrote a book called Amusing Ourselves to Death that questioned it. That was a far better thought out book than this one.Castronova wants us to believe that the politics that work to make an online game can be transferred to real life but there are differences that make this all but impossible. For one thing, the risks in real life are real. You don't get to die and come back to life, you don't get an infinite number of tries to achieve a goal. The real environment is not magically regenerative so that once you have taken something another copy appears to be taken by others. There is no infinite supply of anything here on Terra Firma.Throughout the book, I kept wondering if he had read Brave New World, a dire warning of a world where pleasure for the masses has been achieved while the whole thing is watched over and directed by hidden managers. Castronova implies that it would be a good thing for virtual world game designers to step into positions of authority. Aldous Huxley is turning in his grave.The book increases in silliness, reaching a peak in the fantasy in the epilogue of a Senator logging in to World of Warcraft.But Castronova's effort is not a waste of time. Read it for enlightenment about how and why game worlds work as they do...and they do work very well.
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