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Virtual Society

Virtual Society

Regular price €28,99
Regular price €28,99 Sale price €28,99
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9780593239971
ISBN:
9780593239971
Pages:
288
Language:

Release Date:
Oct 11, 2022

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ABOUT

“A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives” (Adam Grant)—from the visionary co-founder of one of today’s most innovative technology companies

“This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.”—Chris Anderson, head of TED


The concept of “the metaverse” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary?

As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences.

Rooting his vision in history and psychology, Narula argues that humans’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual “worlds of ideas,” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become “networks of useful meaning.”

Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities.

Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.

STANDARD, PRIMARY, DM AND VARIANT COVERS

Standard and Primary covers are widely available through general retailers. They often have higher print runs and can be cheaper, especially during sales.

In contrast, Direct Market (DM) and variant covers are primarily sold in comic shops. DM editions tend to have more limited availability and may be more valuable to collectors.

The main differences lie in artwork style, availability, price, and collector appeal. Ultimately, the choice between standard and variant covers depends on personal preference, budget, and individual collecting goals.

PRODUCT TYPES

Comic book enthusiasts have various formats to choose from when collecting their favorite stories.
Here's a brief overview of the main types:

Omnibus

  • Large, hardcover collections
  • Usually contain complete runs or extensive story arcs
  • Typically 800-1000+ pages
  • Higher price point, often €100-€150

Oversized Hardcover (OHC)

  • Similar dimensions to omnibus, but thinner
  • Collect shorter runs or story arcs
  • Usually 300-600 pages
  • Priced between €30-€50

Hardcover (HC)

  • Standard-sized hardcover books
  • Collect 6-12 issues typically
  • Similar dimensions to single issues, but with a hard cover
  • Priced around €25-€35

Trade Paperback (TP)

  • Softcover collections
  • Standard comic book size
  • Usually collect 4-6 issues
  • Most affordable option, typically €15-€25

Other Formats

  • Absolute Editions: Oversized, deluxe hardcovers (mainly DC Comics)
  • Compendiums: Massive paperback collections
  • Graphic Novels (OGN/GN): Original stories not previously released as single issues

The choice between these formats often depends on personal preference, budget, and collecting goals. Omnibus and OHC editions offer larger artwork and more content but at a higher price, while TPs provide a more affordable way to collect complete story arcs