Virtual Economy.ppt
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  • 1. Virtual Economies Scott Woodward Chris Addy
  • 2. Economies
    • Economy refers to the human activities related with the production, distribution, exchange, and consumption of goods and services
    • A virtual economy is an economy existing in a virtual persistent world, usually in the context of a game
  • 3. Virtual Economies
    • Consist of 5 parts
      • Persistence
      • Scarcity
      • Specialization
      • Trade
      • Property Rights
  • 4. Persistence
    • The software keeps track of
      • State of the world
      • Resources
      • Possessions
  • 5. Scarcity
    • Users must expend resources
      • Time
      • Real money
      • Virtual money and resources
    • To obtain goods, resources, or services in the virtual environment
  • 6. Specialization
    • Availability to players of the resources must vary
      • Limit players ability to obtain resources based either upon skills, class, or other factors
      • This creates conflict in the environment for available resources
  • 7. Trade
    • Users must be able to transfer goods and services to and from other users
      • Virtual objects only have meaning in context of the game
      • Worthless if unable to trade goods between players and the environment
  • 8. Property Rights
    • The world must record which goods and services belong to which user identity
      • The user may dispose of the goods or services according to whim at any time via destruction, exchange or use.
  • 9. Types of Games and Their Economies
      • RTS
      • TBS
      • RPG
      • FPS
      • Board Games (Monopoly etc)
      • MMO
        • inflation
  • 10. Meaningful Play
    • Discernable outcome
      • In most games you need resources to accomplish goals
      • The resources come into your hands through the economy in the game
    • Integrated outcome
      • By interacting with the economy you obtain resources that will further your own goals further down the road
  • 11. Lusory Attitude
    • Virtual economies with regards to lusory attitude can vary greatly
      • In some games you spend resources readily to accomplish a goal such as building an army
      • In other cases you come to value the money in the same manner as real money due to the work required to obtain it
  • 12. Virtual Economies in the News
    • Online vendors sell currency, services or items in many online games
      • World of Warcraft
      • Everquest I & II
      • Second Life
    • EBay bans the selling of virtual goods and services
    • Virtual Taxation