2001
DOI: 10.2139/ssrn.294828
|View full text |Cite
|
Sign up to set email alerts
|

Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4

Citation Types

0
40
0
3

Year Published

2004
2004
2020
2020

Publication Types

Select...
7
3

Relationship

0
10

Authors

Journals

citations
Cited by 153 publications
(43 citation statements)
references
References 4 publications
0
40
0
3
Order By: Relevance
“…Although all goods produced and traded are virtual, the economy as such is real: players invest time and effort to invent, produce, distribute, consume and dispose these virtual goods and services. Virtual goods produced in some MMOGs can be traded in the real world for real money, which then allows to measure hourly wage and gross national product of a MMOG [39]. In some MMOGs, entire characters (avatars) are traded for money in the real world, which allows to quantify 'human capital' , such as skills, influence on others, leadership, etc.…”
Section: Introductionmentioning
confidence: 99%
“…Although all goods produced and traded are virtual, the economy as such is real: players invest time and effort to invent, produce, distribute, consume and dispose these virtual goods and services. Virtual goods produced in some MMOGs can be traded in the real world for real money, which then allows to measure hourly wage and gross national product of a MMOG [39]. In some MMOGs, entire characters (avatars) are traded for money in the real world, which allows to quantify 'human capital' , such as skills, influence on others, leadership, etc.…”
Section: Introductionmentioning
confidence: 99%
“…For instance, we can design a kind of virus in a virtual world and let it spread to investigate its epidemics, we can design some economic games in a virtual world to study the formation of human cooperation (indeed, numerical experiments have been done [2]), and we can record the economic behaviors of avatars to understand the evolution of wealth distribution. A pioneering work was done by Edward Castronova, who traveled in a virtual world called "Norrath" and performed preliminary analysis of its economy [3]. Recently, there are also efforts in the field of computational social sciences from a complex network perspective [4,5,6,7,8,9].…”
Section: Introductionmentioning
confidence: 99%
“…Interestingly, one of the similarities between the MMORPG ecosystem and the real world is malicious activity. Similar to criminals or offenders in a society, there have existed malicious characters in MMORPG called game bots (Castronova, 2001). A game bot is an automated program that makes the character move around the virtual world as specified and performs predefined actions to collect game assets (Kang et al, 2013).…”
Section: Introductionmentioning
confidence: 99%