Posts Tagged ‘world economies’

Researchers study virtual economies to track and model real world economies

Friday, October 2nd, 2009

In what very well be the beginning of a full circle trend, researchers at Indiana University are now studying and analyzing trends in virtual economies in hopes of better understanding real world economies. MMO’s that attract huge numbers of players, think WoW, Aion, and EverQuest II, all present users with both basic, and sometimes complex economic situations and simulations. As a result Indiana University professor of telecommunications Edward Castonova is now studying these economies, hoping to gain insight into human societies in games, as he believes this response to virtual stimuli closely mirrors that of real world situations.

EverQuest2 2007-08-05 12-44-45-93“We can do controlled experiments in virtual worlds, but we can’t do that in reality,” said Castronova.

“Controlled experimentation is the very best way to learn about cause and effect. We are on the verge of developing that capacity for human society as a whole.”

Taking Sony’s long running EverQuest series, specifically EverQuest II, as it’s case study, Indiana University researchers found that the average age of EQII players is 31, whereas the overall population average is 35. 80 percent of players are male, contrasting to the average of 50 percent, and players skew more Caucasian than the general population. And while the average household income of EverQuest II players is above the average, $84,000 vs. $57,000, this difference should hold no barring on how players react to and instigate financial decisions and actions within the virtual world.

Researchers studied 314 million transactions within EverQuest II’s virtual economy, albeit on only one server, by which they were able to calculate the populations’ GDP. Notably, researchers found that as more accounts were created and the server population, i.e. the mirror of the real-world population, the virtual world saw an inflation spike of over 50 percent in a 5 month period. Fellow researcher Dimitri Williams, assistant professor at the USC Annenberg School for Communications points out that this run of inflation may not be directly related to the economy being virtual, but much like a real world economy, the game has volatile elements.

“We have seen that kind of volatility during times of war and in developing nations in the real world,” said Williams. “Our own economy has turned out to be less stable than we’d all assumed.”

A number of valuable lessons and analysis can certainly come from studying virtual economies, and researchers are beginning to see their value. However, what’s notable about this research is that academics have chosen a subscription based virtual world as their platform. If real world lessons are to be applied, wouldn’t it make far more sense for free-to-play/microtransaction supported titles to be chosen as the case subjects? The last time I checked, I didn’t have to lay down $20.00 a month to participate in the economy. By studying the free-to-play genre, I argue that this would be a far more realistic simulation of economic situations, with users creating and selling their own content on a virtual marketplace, a situation that more closely resembles what we see day in/day out in the real world. So again, while it’s a great thing that researchers are doing, studying virtual economies to gain insight into real world ones, choosing a platform that more closely resembles the real world would bring far better results and insight into human behaviors.

 

Stevie Case to present on Metanomics.net

Saturday, October 11th, 2008

fatfoogoo’s Stevie Case will be joined by Jay Geesman of Xstreet to present ‘Monetizing the Metaverse’ – a talk about their business experiences in Second Life and other Virtual Worlds.  Professor Robert Bloomfield, Director of the Business Simulation Laboratory at Cornell University, will moderate the show.

Stevie will be going live this coming Monday, October 13th at 12 noon PST.  The show may be seen either within the Second Life virtual world in the Metanomicsregion at http://slurl.com/secondlife/Metanomics/129/174/40, or directly on metanomics site at http://www.metanomics.net/WatchNow.

Stevie is expected to discuss primary markets in which publishers sell directly to players, and secondary markets where players sell to other players.  She’ll also be talking about fatfoogoo’s unique white lable solution that can handle any type of microtransaction for publishers, including time to integration.  Stevie will also give viewers a rundown of fatfoogoo’s partnership program with Sun’s Project Darkstar, with a focus on Call of Kings.  Last but not least, a previous episode of Metanomics struck a chord with views, and Ms. Case will be addressing a “universal avatar” whereby users can more from virtual world to virtual world seamlessly without the need for separate registrations and release of personal information with each new virtual world the visit.

With over 50 one hour long programs dedicated to virtual world economies, metanomics is a storehouse of information coming directly from the industry experts.  Focusing mainly on economic and business situations and scenarios present in virtual worlds such as Second Life and There, Metanomics aims to understand and provide a better insight as to how residents of these virtual worlds establish, manage, and operate their virtual businesses.  Conversely, the show also looks at real world businesses and non-profits and how they interact with the growing virtual world and economy(ies).

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