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Introduction: the changing meaning of play
Part I: The synthetic world: a tour. Daily life on a synthetic earth
The user
The mechanics of world-making
Emergent culture: institutions within synthetic reality
The business of world-making
Part II: When boundaries fade. The almost-magic circle
Free commerce
The economics of fun: behavior and design
Governance
Topographies of terror
Toxic immersion and internal security
Part III: Threats and opportunities. Implications and policies
Into the age of wonder
Appendix: a digression on virtual reality.

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