Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. But the line between fantasy and reality is starting to blur. People of all ages and from all walks of life now spend thousands of hours-and dollars-partaking in this popular new brand of escapism. From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry.
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