My Account Log in

1 option

Knowledge Map of the Virtual Economy : Converting the Virtual Economy into Development Potential. / Vili Lehdonvirta.

World Bank Open Knowledge Repository (formerly "World Bank E-Library Publications") Available online

View online
Format:
Book
Government document
Author/Creator:
Lehdonvirta, Vili.
Contributor:
Ernkvist, Mirko.
Lehdonvirta, Vili.
Series:
Other papers
World Bank e-Library.
Language:
English
Subjects (All):
Accounting.
Agriculture.
Bonds.
Consumers.
Digital Content.
E-Business.
E-Commerce.
Economic Development.
Fraud.
Hardware.
Ict Economics.
Information and Communication Technologies.
Information Technology.
Innovation.
Insurance.
Marketing.
Networking.
Outsourcing.
Political Economy.
Private Sector.
Private Sector Development.
Productivity.
Science and Technology Development.
Social Development.
Technology Innovation.
Wages.
Working Hours.
Local Subjects:
Accounting.
Agriculture.
Bonds.
Consumers.
Digital Content.
E-Business.
E-Commerce.
Economic Development.
Fraud.
Hardware.
Ict Economics.
Information and Communication Technologies.
Information Technology.
Innovation.
Insurance.
Marketing.
Networking.
Outsourcing.
Political Economy.
Private Sector.
Private Sector Development.
Productivity.
Science and Technology Development.
Social Development.
Technology Innovation.
Wages.
Working Hours.
Other Title:
Knowledge Map of the Virtual Economy
Place of Publication:
Washington, D.C. : The World Bank, 2011.
System Details:
data file
Summary:
The report is structured as follows. The next section introduces the theoretical notion of a 'virtual economy' and explains how it is distinct from other Information and Communication Technology (ICT)-related economic activities. The following sections describe in detail the main areas of the virtual economy, their economic impact, business models and value chains. The two major areas of the existing virtual economy are identified as: 1) third party gaming services and 2) microwork. This report will focus largely on these two distinct but conceptually related areas. Gaming services is an established industry that provides a rich set of evidence for analysis, while microwork is an emerging industry with apparently significant development potential. Other existing activities within the virtual economy are categorized as: 3) marketing related paid-for connections in social media ('cherry blossoming') and 4) user-created virtual goods in virtual environments. These are not covered in detail due to their limited development potential, at least at present. The sixth section analyzes the development potential of the virtual economy. Development potential is here understood as the ability to provide income to local economies through employment and entrepreneurial opportunities. Both short-run opportunities and long-run income development are considered. Development potential also includes the ability to support the development of local ICT infrastructure. In the final section, the report summarizes the key findings, identifies important gaps in current knowledge, and sketches out the scope for possible donor or Non-Governmental Organization (NGO)-led interventions towards maximizing the development potential of the virtual economy.

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account