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Book review

Synthetic Worlds

The business and culture of online games

 

Author: Edward Castronova
Publisher: University of Chicago Press (2005)
Review by Donald Clark, Epic

What has a book on online games have to do with online learning? MMOGs (Massive Multiplayer Games) are already being used in education and training. Patients with aspergers/autism use these worlds to learn social skills, public health simulations are used to train emergency workers, young adults learn financial panning skills and soldiers learn cultural skills in preparation for Iraq.

Almost everything in the real world is now being mimicked in these parallel worlds. It is therefore inevitable that education and training will use such worlds. As the author says, “There are enough applications of this technology in the area of education and research to occupy several generations of teachers and researchers”. MMOGs are only one species of new Web 2.0 tools, such as open source, podcasts, videocasts, blogs, wikis, file sharing and others, that are likely to accelerate informal learning. Now is the time to understand what’s happening, before it becomes a bandwagon.

This is a serious book about a now serious subject. Castronova is an academic (economist) and this book is an academic text, fully referenced and heavy on data and argument. It is not a light hearted and lightweight introduction to online games and other forms of online worlds. However, being data-rich is no bad thing, and the first few chapters are readable introductions to what it is like to enter such a world, create your avatar and encounter others within the world you enter.

Part I, The Synthetic World: A Tour, describes literally what it’s like to sign up and enter a world, create things within these worlds, meet others and trade. His findings often surprise. The users in the newer synthetic worlds are not all solitary, teenage boys. The newer non-gaming worlds have huge numbers of women and older participants. He asks what draws people into these parallel worlds – transcendance and escapism, it seems, from the tedium of everyday life of the modern world. Characters are sold on eBay for thousands of real dollars and millions in real money is spent on virtual trade. The sheer complexity of these created world is likely to astonish, but not nearly as much as the behaviour of the participants!

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Part II, When Boundaries Fade, looks at the blurred boundaries between the real and synthetic worlds, and how each influences the other through a sort of ‘porous membrane’. The political economy is untangled to show markets, problems of governance and economic issues that are now being mapped and provide a huge amount of information for political, legal and economic speculation. The dark side, criminal and terrorist use, are also considered.

Part III, Threats and Opportunities, looks at policy issues and longer term issues. He is right to speculate wildly on this phenomenon. These worlds are likely to play a huge role in our culture, affecting our entertainment, social relationships, politics and many other areas. These games and worlds came from nowhere, they have no real precedent and the future is open and uncharted but Castronova provides many speculative signposts.

The book is honest to its subtitle (The business and culture of online games) and delves deep into the business and economic issues that such worlds create. This is fascinating, but much of the detail is probably only of interest to political scientists, lawyers and economists.

Descriptions of the worlds themselves could have done with at least a few images. These worlds are highly visual and the created avatars are astounding, yet in 332 pages of small print there’s only one bar chart. Synthetic worlds are rich extensions of our visual world. Broadband has given us all a chance to enter the movie and play a role. It’s a shame to rely on pure print to get the message across.

Personally, I’d recommend that you don’t read this book until you’re at least a little familiar with online games. If you’ve never heard of Everquest, Runescape, World of Warcraft, Habba Hotel or Second Life, then type these words into Google. Or get your 12 year old to show you as they’re probably using them.

Being in these virtual worlds may turn out to be as normal and acceptable as watching TV. For many these worlds will seem strange and worrying, but speaking to my 12 year old son, who’s an expert in Runescape and Habba Hotel, they’re thrilling, compulsive, entertaining and satisfying in a way that other media are not. We are at the start of something very big here – read it while it’s not yet hot.

See also:
Blended learning
Consultancy

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Blended Learning in Practice
Knowledge Management

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