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How To Talk About Books You Haven't Read written by Pierre Bayard performed by Grover Gardner on Audio CD (Unabridged)

How To Talk About Books You Haven't Read written by Pierre Bayard performed by Grover Gardner on Audio CD (Unabridged)£39.99

In this delightfully tongue-in-cheek book, a #3 bestseller in France, literature professor Bayard contends that, in this age of infinite publication, the truly cultivated person is not the one who has read a book but the one who understands the book's place in our culture. Using examples from works by Graham Greene, Umberto Eco, and others (and even the movie Groundhog Day), Bayard examines the many kinds of...

Play Money - Or, How I Quit My Day Job and Made Millions Trading Virtual Loot written by Julian Dibbell performed by Grover Gardner on CD (Unabridged)

Play Money - Or, How I Quit My Day Job and Made Millions Trading Virtual Loot written by Julian Dibbell performed by Grover Gardner on CD (Unabridged)
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ISBN:  9781596591233
Genre - Main:  Non-Fiction
Genre - Specific:  Self-Help
Duration:  480 mins
Length:  Unabridged
Author:  Julian Dibbell
Performer 1:  Grover Gardner

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Play Money explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMPORGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized...

populations of nearly full-time players, 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 other entertainments 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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