Every day, over a million people visit virtual worlds—a figure set to grow over the coming years. What is it that draws them to these imaginary places? What do they do after they've arrived? How can the people who create such worlds—their designers—ensure that players' needs are met? Can they do this while satisfying their own needs, too?
This is a book for people who design virtual worlds.
Because of this, it's also a book for people who implement, operate, study, or play virtual worlds.
Because of this, it's also a book for people interested in entertainment, education, creativity, art, society, culture, philosophy, space, architecture, psychology, identity, language, economics, government, theology, drama, ...