The invisible hand in virtual worlds (Record no. 981132)

MARC details
000 -LEADER
fixed length control field 02556nam a22002177a 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240718110304.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 220701b ||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781108839716
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.84
Item number MCC
245 ## - TITLE STATEMENT
Title The invisible hand in virtual worlds
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Name of publisher, distributor, etc. Cambridge University Press
Place of publication, distribution, etc. New York
Date of publication, distribution, etc. 2021
300 ## - PHYSICAL DESCRIPTION
Extent 256 p.
365 ## - TRADE PRICE
Price type code INR
Price amount 1095.00
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Table of Contents Introduction Matthew McCaffrey 1. The Economic Meaning of Play: Ludology and Praxeology in Video Game Worlds Matthew McCaffrey 2. Spontaneous Order and Video Game Narrative Zachary Gochenour 3. Law and Economics in a World of Dragons Robert S. Cavender 4. Minerals, Titans, and Connections: The Political Economy of Empire in the World of 'EVE Online' Stephen Davies 5. The Origins of Money in 'Diablo II' Solomon M. Stein 6. A Virtual Weimar: Hyperinflation in 'Diablo III' Peter C. Earle 7. The Facilitate or Acquire Decision: The Tipping Points for Strategies Towards User-Generated Content in Massive Multiplayer Online Game Platforms Robert Conan Ryan 8. Mod the World: How Entrepreneurs Learn from Video Game 'Modding' Communities William Gordon Miller 9. Levels without Bosses? Entrepreneurship and Valve's Organizational Design Ulrich Möller and Matthew McCaffrey.
520 ## - SUMMARY, ETC.
Summary, etc. Video 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 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games--Social aspects
9 (RLIN) 7216
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games--Economic aspects
9 (RLIN) 7217
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games industry
9 (RLIN) 7218
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name McCaffrey, Matthew
9 (RLIN) 7219
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Book
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Source of acquisition Cost, normal purchase price Total Checkouts Full call number Barcode Date last seen Copy number Cost, replacement price Price effective from Koha item type
    Dewey Decimal Classification       Bodh Gaya Bodh Gaya General Stacks 01/07/2022 Technical Bureau India Pvt. Ltd. 766.50   794.84 MCC IIMG-002578 01/07/2022 1 1095.00 01/07/2022 Book

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