A virtual fortune : consumer protection for banking and consumer fraud in virtual worlds (eBook, 2012) [WorldCat.org]
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A virtual fortune : consumer protection for banking and consumer fraud in virtual worlds

Author: Janet Lo; Public Interest Advocacy Centre (Canada),
Publisher: Ottawa, Ontario : Public Interest Advocacy Centre, 2012. ©2011
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Virtual worlds are sometimes described as "massively multiplayer games" (MMGs) or "massively multiplayer online role-playing games" (MMPORGs). MMGs leverage the scale of the internet to involve thousands of people at once in a shared gaming experience. Some virtual worlds offer a fantasy world wherein players must engage in quests to achieve power and wealth, such as Entropia Universe, EVE Online, and World of  Read more...
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Details

Genre/Form: Electronic books
Additional Physical Format: Print version:
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Janet Lo; Public Interest Advocacy Centre (Canada),
OCLC Number: 785802306
Language Note: Report summary is available in both English and French.
Notes: "December 2011; published January 2012."
Description: 1 online resource (67 pages) : colour illustrations
Contents: 1. Introduction --
2. Methodology --
3. What are virtual worlds? --
4. Virtual world economies --
5. Commerce and examples of fraud in virtual worlds --
6. Consumer losses in real worlds flowing from virtual worlds --
7. Consumer protection in virtual worlds --
8. Real world consumer protection for virtual world problems --
9. Real world regulators and virtual world transactions --
10. Conclusion.
Responsibility: written by: Janet Lo.
More information:

Abstract:

Virtual worlds are sometimes described as "massively multiplayer games" (MMGs) or "massively multiplayer online role-playing games" (MMPORGs). MMGs leverage the scale of the internet to involve thousands of people at once in a shared gaming experience. Some virtual worlds offer a fantasy world wherein players must engage in quests to achieve power and wealth, such as Entropia Universe, EVE Online, and World of Warcraft. Other virtual worlds give its users the opportunity to create, innovate and monetize their creations in these worlds. Such worlds do not have a goal and rather provides a platform for users to explore and create. MMGs are very popular, engaging more than 100 million gamers per month and generating more than $4 billion per year in subscription revenue for game companies. To many players of these games, their virtual experiences are just as "real" as real-world experiences. Virtual worlds offer a form of entertainment. Sociologists and psychologists have studied virtual worlds with great interest and it is generally accepted that the virtual world "avatar" forms part of the real-world individual's identity and acts as an extension of real individuals.

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