2014
DOI: 10.7551/mitpress/9525.001.0001
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Virtual Economies

Abstract: 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 devel… Show more

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Cited by 63 publications
(46 citation statements)
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“…Processes of material configuration can introduce object elusiveness by requiring consumers to invest time and effort in their acquisition. In their work on virtual economies, Lehdonvirta and Castronova (2014) describe this as the creation of a time aristocracy (those who invest the most time acquire the best items and thus higher social status) rather than a money aristocracy (those who invest the most money acquire these items). We argue that in materially configuring digital consumption objects as elusive, companies may facilitate those pleasures of collecting that stem from object elusiveness.…”
Section: Materializing Digital Collectingmentioning
confidence: 99%
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“…Processes of material configuration can introduce object elusiveness by requiring consumers to invest time and effort in their acquisition. In their work on virtual economies, Lehdonvirta and Castronova (2014) describe this as the creation of a time aristocracy (those who invest the most time acquire the best items and thus higher social status) rather than a money aristocracy (those who invest the most money acquire these items). We argue that in materially configuring digital consumption objects as elusive, companies may facilitate those pleasures of collecting that stem from object elusiveness.…”
Section: Materializing Digital Collectingmentioning
confidence: 99%
“…In contrast to material scarcity in which demand outstrips natural supply, in the context of digital consumption objects scarcity must be artificially created (similar techniques are also used in the context of material collections in the form of ‘limited editions’, see Belk, 1995a). Virtual worlds and video games frequently impose quantity-based artificial scarcity by limiting the number of copies available, increasing items’ rarity and elevating their perceived value (Hamari and Lehdonvirta, 2010; Lehdonvirta and Castronova, 2014). For instance, Lehdonvirta et al (2009) describe the creation of artificial scarcity within teen virtual world Habbo Hotel, where ‘collectibles’ are placed on sale for limited periods of time, sometimes as briefly as 2 hours, and in limited quantities (Lehdonvirta et al, 2009).…”
Section: Materializing Digital Collectingmentioning
confidence: 99%
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“…Thanks to the growth of satellite and computer technology, online transactions have flooded the global market. For an overview of this radical phenomenon, see Lehdonvirta and Castronova (). It is well recognized that India's phenomenal growth at the turn of the century, outstripping the legacy of the so‐called Hindu rate of growth, owes a great deal to the growth in the service sector, in which IT services are extraordinarily important.…”
Section: Motivating Environmentmentioning
confidence: 99%