Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot

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9780465015368: Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot

Play Money explores the remarkable new phenomenon of MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments. With city-sized populations, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods-magic swords, enchanted breastplates, and special, hard-to-get elixirs-has spawned a cottage industry of virtual loot farmers”: people who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month. Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now-with computer gaming poised to eclipse all otherentertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred-look more and more like the future.

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About the Author:

Over the course of a decade of writing and publishing, Julian Dibbell has established himself as one of the most thoughtful observers of digital culture. His previous book, My Tiny Life, was published to great reviews. Dibbell's essays and articles have appeared in Details, Spin, Harper's, the New York Times, Rolling Stone, Le Monde, the Village Voice, and TIME. Currently a contributing editor for Wired magazine, Dibbell lives in South Bend, Indiana.

From Publishers Weekly:

Starred Review. Something had to give in author Dibbell's life: either his day job freelancing for such magazines as Wired, or his 20 hour-a-week online gaming habit. Dibbell chose the latter, making it his business to exploit "the radical confusion of production and pretend" that massively multiplayer online roleplaying games (MMOs), such as EverQuest and Ultima Online, have instilled in their millions of users. In this cultural analysis-part memoir, part history, part economic investigation-Dibbell chronicles his attempts to get a piece of the estimated $880 million market in virtual goods, commodities such as armor, currency and even houses that exist only in the gaming world-but which people are willing to pay very real money for. Funny and uncommonly thoughtful, Dibbell takes us into the computer fantasyland, introducing us to real-world game players, virtual economies and the places they interact, such as a legendary office in Tijuana where unskilled workers make $19 a day to play online, "harvesting the resources of imaginary worlds." Dibbel disects the history of computers and games and tackles a number of issues legal, ethical and esoteric, including the IRS perspective on profits from dreamed-up merchandise, the difference or lack thereof between "real" and "virtual" currency, and the knotty question behind all the time, energy and cash spent on so much mouse-clicking: "Why would anyone enjoy it?" An unusual narrative, careful scholarship and real passion drive this circuitous (pun intended) study of a new American pastime.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

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Descripción INGRAM PUBLISHER SERVICES US, United States, 2007. Paperback. Estado de conservación: New. Reprint. Language: English . Brand New Book. Play Money explores the remarkable new phenomenon of MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments. With city-sized populations, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods-magic swords, enchanted breastplates, and special, hard-to-get elixirs-has spawned a cottage industry of virtual loot farmers : people who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month . Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now-with computer gaming poised to eclipse all otherentertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred-look more and more like the future. Nº de ref. de la librería AA29780465015368

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Descripción INGRAM PUBLISHER SERVICES US, United States, 2007. Paperback. Estado de conservación: New. Reprint. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. Play Money explores the remarkable new phenomenon of MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments. With city-sized populations, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods-magic swords, enchanted breastplates, and special, hard-to-get elixirs-has spawned a cottage industry of virtual loot farmers : people who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month . Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now-with computer gaming poised to eclipse all otherentertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred-look more and more like the future. Nº de ref. de la librería BZE9780465015368

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Descripción INGRAM PUBLISHER SERVICES US, United States, 2007. Paperback. Estado de conservación: New. Reprint. Language: English . Brand New Book. Play Money explores the remarkable new phenomenon of MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments. With city-sized populations, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods-magic swords, enchanted breastplates, and special, hard-to-get elixirs-has spawned a cottage industry of virtual loot farmers : people who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month . Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now-with computer gaming poised to eclipse all otherentertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred-look more and more like the future. Nº de ref. de la librería AA29780465015368

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Descripción Basic Books, 2007. Estado de conservación: New. A wild ride to the outer limits of the virtual world, where real money meets fantasy gaming Num Pages: 336 pages. BIC Classification: BGA; HBLL; JHB; KC. Category: (G) General (US: Trade). Dimension: 201 x 143 x 25. Weight in Grams: 312. . 2007. Reprint. Paperback. . . . . . Nº de ref. de la librería V9780465015368

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Descripción Basic Books. Estado de conservación: New. A wild ride to the outer limits of the virtual world, where real money meets fantasy gaming Num Pages: 336 pages. BIC Classification: BGA; HBLL; JHB; KC. Category: (G) General (US: Trade). Dimension: 201 x 143 x 25. Weight in Grams: 312. . 2007. Reprint. Paperback. . . . . Books ship from the US and Ireland. Nº de ref. de la librería V9780465015368

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Descripción Basic Books 2007-09-11, 2007. Paperback. Estado de conservación: New. Reprint. 0465015360 We guarantee all of our items - customer service and satisfaction are our top priorities. Please allow 4 - 14 business days for Standard shipping, within the US. Nº de ref. de la librería TM-0465015360

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