000 -LEADER |
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01852cam a2200301 a 4500 |
FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
061123s2006 ilu b 001 0 eng d |
NATIONAL BIBLIOGRAPHY NUMBER |
National bibliography number |
GBA669688 |
INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9780226096278 |
CATALOGING SOURCE |
Original cataloging agency |
QU |
LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
GV1469.15 |
Item number |
.C394 2005 |
DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.814678 |
Edition number |
22 |
|
-- |
794.814678/3 |
SYSTEM CONTROL NUMBER |
System control number |
(AuCNLKIN)000041107078 |
DATE AND TIME OF LATEST TRANSACTION |
control field |
20170126095722.0 |
CONTROL NUMBER |
control field |
50683 |
CONTROL NUMBER IDENTIFIER |
control field |
UOWD |
MAIN ENTRY--PERSONAL NAME |
Personal name |
Castronova, Edward. |
TITLE STATEMENT |
Title |
Synthetic worlds : |
Remainder of title |
the business and culture of online games / |
Statement of responsibility, etc |
Edward Castronova. |
PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc |
Chicago : |
Name of publisher, distributor, etc |
The University of Chicago Press, |
Date of publication, distribution, etc |
2006. |
PHYSICAL DESCRIPTION |
Extent |
xi, 332 p. ; |
Dimensions |
23 cm. |
GENERAL NOTE |
General note |
Originally published: 2005. |
BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc |
Includes bibliographical references and index. |
SUMMARY, ETC. |
Summary, etc |
"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 hours-and dollars-creating virtual societies whose economies trade against the dollar on eBay. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs." "In Synthetic Worlds, Edward Castronova offers a behind-the-scenes look at the online game industry, exploring its implications for business and culture alike. The economies inside these worlds, we learn, have the potential to dramatically affect real world,financial systems. Ultimately, Castronova explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, how can the real world compete? Book jacket."--BOOK JACKET. |
STUDY PROGRAM INFORMATION NOTE |
Program name |
HDR974 |
SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Internet games |
General subdivision |
Social aspects. |
SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Internet games |
General subdivision |
Economic aspects. |
ADDED ENTRY ELEMENTS (KOHA) |
Koha item type |
REGULAR |