Pakistanis angry over detentions in Times Sq. case Monday, May 24, 2010
ISLAMABAD – Relatives of three men detained by Pakistan for alleged links to the suspect in the attempted Times Square bombing say the men are innocent.
They
AFP - Thursday, August 6TAIPEI (AFP) - - Taiwan's Beijing-friendly government on Wednesday denied boycotting an Australian film festival amid a row over the e
BERLIN (Reuters) - Chancellor Angela Merkel suffered a double blow on Thursday as a senior party ally in east German
Minister seeks closure of anti-Berlusconi websites Wednesday, December 16, 2009
ROME (AFP) - – The Italian government moved Tuesday to close down Internet sites encouraging further violence against Prime Minister Silvio Berlusconi, who
By ELAINE KURTENBACH,AP Business Writer AP - Wednesday, March 18SHANGHAI - Asia's stock market rally seemed to be running out of steam Wednesday, despite an
My Profile
Top News
Reuters top ten news stories delivered to your inbox each day.
Subscribe
You are here:
Home
>
News
>
Technology
>
Article
Home
Business & Finance
News
U.S.
Politics
International
Technology
Internet
Entertainment
Sports
Lifestyle
Oddly Enough
Health
Science
Special Coverage
Video
Pictures
Your View
The Great Debate
Blogs
Weather
Reader Feedback
Do More With Reuters
RSS
Widgets
Mobile
Podcasts
Newsletters
Your View
Make Reuters My Homepage
Partner Services
CareerBuilder
Affiliate Network
Professional Products
Support (Customer Zone)
Reuters Media
Financial Products
About Thomson Reuters
Virtual economies in videogames used as case studies
Thu Oct 1, 2009 9:45am EDT
Email | Print |
Share
| Reprints | Single Page
[-]
Text
[+]
By John Gaudiosi
RALEIGH, North Carolina (Reuters) - Virtual economies set up in videogames as players trade items are being used as case studies to track and model real-world economies.
As more people join massively multiplayer online (MMO) videogame worlds like Activision Blizzard's "World of Warcraft," NCsoft's "Aion" and Atari's"Champions Online," real money is being used to purchase virtual items through micro-transactions.
As a result, game worlds are creating virtual economies.
With the global recession impacting consumer spending -- and the sales of videogames -- a research group is using Sony Online Entertainment's "EverQuest II" as a case study to explore how virtual economies mirror real-world economies.
Researcher Edward Castronova, professor of telecommunications at Indiana University, said researchers can learn almost anything about human society in games as they really are human societies.
However unlike real society they can be observed and tweaked.
"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."
Researchers found the average age of "EverQuest II" players is 31 compared to 35 for the general population. Eighty percent of players are male versus 50 percent for the general population and they skew more white than the overall population.
"Everquest II" players are also wealthier than the general population with an average mean household income of $84,000 versus $57,000 for the general population.
After studying 314 million transactions within the fantasy world of Norrath in "EverQuest II," including trading in-game goods like armor, shields, leather, herbs and food, the researchers were able to calculate the GDP of one of the game servers (the back-end computer that hosts thousands of players in one world).
As more people opened accounts and flocked to Norrath, spending money on new items, researchers saw inflation spike more than 50 percent in five months.
Fellow researcher Dmitri Williams, assistant professor at the USC Annenberg School for Communication, said the rapid economic changes may not be due to the economy being virtual but as it 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."
The real-world recession has also sparked a rise in the number of gamers going to free-to-play MMO games like Nexon's "Maple Story," NHN Games' "Soldier Front," and Sony Online Entertainment's "Free Realms." Continued...
View article on single page
Share:
Del.icio.us
Digg
Mixx
Yahoo!
Facebook
LinkedIn
Next Article:
Online education expanding, awaits innovation
Also On Reuters
Blog: Another Iran mystery, foreign minister visits D.C.
Moment of truth for Obama factor in 2016 Olympic bid
The way we watch is TV confounding media industry
More Technology News
New media upends TV ratings system
Online education expanding, awaits innovation
Cisco bets on video again with $3 billion Tandberg buy
EU launches free satellite system to fine-tune GPS
Verizon discontinues Internet Hub phone
More Technology News...
Editor's Choice
Slideshow
A selection of our best photos from the past 24 hours. Slideshow
Most Popular on Reuters
Articles
Video
Many swine flu deaths linked with second infection
Olympics-2016 Games could be the last, says Tokyo governor
China marks 60 years with spectacle of power | Video
Samoa quake exposes tsunami warning limitations
Thousands feared dead after Indonesia quake | Video
French support softens for Polanski, Hollywood divided
Israel rethinks anti-Iran warnings
New media upends TV ratings system
Indonesia's Padang, scene of devastation
U.S. senators vote to encourage healthy behavior | Video
Most Popular Articles RSS Feed
Video
Counter-insurgency at a crossroads
Amateur video captures Samoa flood
Healthcare bill setback for Obama
Aid heads to Samoan Islands
Samoa survivor recalls tsunami
Economy key in Greek elections
China security tight pre-anniversary
Beijing life halts on anniversary
Iran, major powers head to Geneva
Indonesia rocked by earthquake
Most Popular Videos RSS Feed
Reuters.com:
Help and Contact Us |
Advertise With Us |
Mobile |
Newsletters |
RSS |
Labs |
Journalism Handbook |
Archive |
Site Index |
Video Index
Thomson Reuters Corporate:
Copyright |
Disclaimer |
Privacy |
Professional Products |
Professional Products Support |
About Thomson Reuters |
Careers
International Editions:
Africa |
Arabic |
Argentina |
Brazil |
Canada |
China |
France |
Germany |
India |
Italy |
Japan |
Latin America |
Mexico |
Russia |
Spain |
United Kingdom |
United States
Thomson Reuters is the world's largest international multimedia news agency, providing investing news, world news, business news, technology news, headline news, small business news, news alerts, personal finance, stock market, and mutual funds information available on Reuters.com, video, mobile, and interactive television platforms. Thomson Reuters journalists are subject to an Editorial Handbook which requires fair presentation and disclosure of relevant interests.
NYSE and AMEX quotes delayed by at least 20 minutes. Nasdaq delayed by at least 15 minutes. For a complete list of exchanges and delays, please click here.