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Society

, Volume 44, Issue 4, pp 67–73 | Cite as

Video game worlds

  • Michael Jindra
Review Essay
  • 416 Downloads

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References

  1. Synthetic Worlds: The Business and Culture of Online Games. By Edward Castronova. Chicago: University of Chicago Press, 2005. 332 pp. $18.00 paper.Google Scholar
  2. Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter. By Steven Johnson. New York: Riverhead Books, 2005, 238 pp. $14.00 paper.Google Scholar
  3. Got Game: How the Gamer Generation is Reshaping Business Forever. By John C. Beck and Mitchell Wade. Boston: Harvard Business School, 2004, 202 pp. $29.95.Google Scholar
  4. Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. By Heather Chaplin and Aaron Ruby. Chapel Hill, NC: Algonquin Books, 2005. 287 pp. $13.95 paper.Google Scholar
  5. Imagination and Play in the Electronic Age. By Dorothy G. Singer and Jerome L. Singer. Cambridge, MA: Harvard University Press, 2005, 210 pp. $ 29.95.Google Scholar
  6. Shades of Loneliness: Pathologies of a Technological Society. By Richard Stivers. Lanham, MD: Rowman & Littlefield, 2004, 149 pp. $19.95 paper.Google Scholar

Copyright information

© Springer 2007

Authors and Affiliations

  • Michael Jindra

There are no affiliations available

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