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Virtual economies : design and analysis / Vili Lehdonvirta and Edward Castronova.

MIT Press Direct (eBooks) Available online

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Format:
Book
Author/Creator:
Lehdonvirta, Vili, author.
Contributor:
Castronova, Edward.
Series:
Information policy series
Language:
English
Subjects (All):
Video games.
Electronic games.
Virtual reality.
Shared virtual environments.
Shared virtual environments--Economic aspects.
Virtual reality--Economic aspects.
Computer-aided design.
Genre:
Electronic games.
Physical Description:
1 online resource.
Place of Publication:
Cambridge, MA : MIT Press, 2014.
System Details:
text file
Summary:
How the basic concepts of economics--including markets, institutions, and money--can be used to create and analyze economies based on virtual goods.In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer's and game designer's toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics--markets, institutions, and money--can be used to create or analyze economies based on artificially scarce virtual goods. They focus on virtual economies in digital games, but also touch on serious digital currencies such as Bitcoin as well as virtual economies that emerge in social media around points, likes, and followers. The theoretical emphasis is on elementary microeconomic theory, with some discussion of behavioral economics, macroeconomics, sociology of consumption, and other social science theories relevant to economic behavior.Topics include the rational choice model of economic decision making; information goods versus virtual goods; supply, demand, and market equilibrium; monopoly power; setting prices; and externalities. The book will enable developers and designers to create and maintain successful virtual economies, introduce social scientists and policy makers to the power of virtual economies, and provide a useful guide to economic fundamentals for students in other disciplines.
Contents:
1 Introduction 1
Real business from virtual goods 3
A new tool for digital design 4
The economics of virtual spaces 6
What virtual economy design can achieve 8
Overview of this book 20
2 Theories of Human Behavior 23
Rational choice 23
Amendments and alternatives to rational choice 32
Theory of play 36
3 Goods: Material, Digital, Virtual 41
Types of goods 41
Goods are used as social markers 45
Goods provide personal meaning and pleasure 51
Goods fulfill needs and solve problems 52
The value of virtual goods 53
4 Supply and Demand 57
Supply 58
Demand 61
Equilibrium 64
What happens when things change? 72
Modeling fun 78
5 Regulating Markets 83
Why regulate markets? 83
Market structures for fun 86
Market structures for monetization 92
Market or no market 97
6 Market Power and Pricing 101
What is market power? 101
Building market power 103
Fighting against market power 108
Using market power to price virtual goods 109
7 Methods of Exchange 121
Common exchange mechanisms 121
Choosing an exchange mechanism 128
Limits of market design: Unsanctioned markets 133
8 Externalities and Secondary Market Trade 137
Introduction to secondary market trade 137
Theory of externalities 143
Negative externalities in secondary market trade 145
Dealing with negative externalities 149
9 Institutions and Nonmarket Allocation 155
What are institutions? 155
Groups and corporations 157
Trust and justice 160
Redistribution 166
Charity and gift giving 168
Crime 171
10 Money 177
The fundamentals of money 177
What makes money valuable? 184
Designing money for a virtual economy 192
11 Macroeconomic Design 197
Macroeconomic metaphors: Wheels and pipes 197
Constructing tire wheel 199
Constructing the pipes: Faucets and sinks 203
Assembling a virtual macroeconomy 212
12 Macroeconomic Management 215
Performance management 215
Monetary policy 220
Production and economic growth 227
inequality 234
Experience 237
Data collection and analysis 240
13 Policymaking 247
How policy differs from design 247
Problems of interest aggregation 248
Policy process 253
Policy implementation 254
Policy assessment 255
Policy and game testing 260
14 Why the Real World Needs Virtual Economy Design 261
Economic institutions as consumable goods 262
Know what you measure 265
The end of materialism? 267
How the virtual informs the real 270
Fundamentals don't change 270.
Notes:
OCLC-licensed vendor bibliographic record.
ISBN:
9780262323314
0262323311
1306801052
9781306801058
OCLC:
880676634
Access Restriction:
Restricted for use by site license.

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