000 | 02334nam a2200361 i 4500 | ||
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001 | CR9781108884891 | ||
003 | UkCbUP | ||
005 | 20240301142635.0 | ||
006 | m|||||o||d|||||||| | ||
007 | cr|||||||||||| | ||
008 | 191113s2021||||enk o ||1 0|eng|d | ||
020 | _a9781108884891 (ebook) | ||
020 | _z9781108839716 (hardback) | ||
040 |
_aUkCbUP _beng _erda _cUkCbUP |
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050 | 0 | 0 |
_aGV1469.3 _b.I48 2021 |
082 | 0 | 0 |
_a794.8/4 _223 |
245 | 0 | 4 |
_aThe invisible hand in virtual worlds : _bthe economic order of video games / _cedited by Matthew McCaffrey. |
264 | 1 |
_aCambridge : _bCambridge University Press, _c2021. |
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300 |
_a1 online resource (256 pages) : _bdigital, PDF file(s). |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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500 | _aTitle from publisher's bibliographic system (viewed on 30 Jul 2021). | ||
520 | _aVideo games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, more than any other form of media, demonstrate the power and creative potential of human choice - an idea that's also the foundation of economic thinking. Whether it's developing trade relations, or the use of money, or even complex legal institutions, virtual worlds provide a captivating and entertaining arena for studying economic behavior in its most dynamic forms. The overarching theme of the volume is the economic order that governs virtual worlds, and the many ways individuals work together, often without knowing it, to govern their social relations in digital space. | ||
650 | 0 |
_aVideo games _xEconomic aspects. |
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650 | 0 | _aVideo game industry. | |
650 | 0 |
_aVideo gamers _xPsychology. |
|
650 | 0 |
_aEconomics _xPsychological aspects. |
|
650 | 0 |
_aVideo games _xSocial aspects. |
|
700 | 1 |
_aMcCaffrey, Matthew, _eeditor. |
|
776 | 0 | 8 |
_iPrint version: _z9781108839716 |
856 | 4 | 0 | _uhttps://doi.org/10.1017/9781108884891 |
999 |
_c9180 _d9180 |