I read a few days ago articles that aroused my interest on a subject that now seems very much in the hot news in the GW World, Commerce in MMOs and Virtual Economies (I understand that commerce concerns transaction from a group of people to another group while economy looks at the whole population and how money and goods flow):
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Big-shot economist to advise teen virtual world 'Gaia Online'
In recent years, the economies of virtual worlds have become increasingly complex and varied and have attracted significant amounts of popular and media attention. Economies like those of Second Life regularly see more than $1 million day in user-to-user transactions. Anshe Chung, who became a millionaire by developing and selling real estate in Second Life, was even featured on the cover of Business Week. Despite the growing importance of these economies, it surprises some to see a heavy-hitter like Boskin taking on such an important advisory role for a virtual world catering to teens. After all, this is a man who, in addition to his academic positions, serves on the boards of companies like Exxon Mobil, Oracle and Vodafone. According to his Hoover Institution biography, he also serves "as an adviser to presidents and prime ministers, finance ministries, and central banks around the world, from the United States to China." |
Interview with a game economist and ex-RMT-manager: Jeff Lyndon on the history of gold farmers in China
(RMT=Real-Money Trading where real money is paid for virtual one)
There was this one day I manage to get hold of a "Invisible Cloak" of Linage, and I yelled at the public channel just to show off a bit. Yet right away tons of players private messaged me for a price. I kept ignoring them since I was not sure how much should I sell it for. Yet after a while a player messaged me with approximately 4000 USD offer. I had never heard of anything that could sell that much so I decided to reply him and checked whether he was joking or serious. Which turned out he was serious and he was just 14 yrs old. ... If my theory is correct. The motives for people who buy virtual golds are people who want to have the achievements but are not willing or able to spend the time that is required for the achievement. |
I'm sure that there are great "apprentices" (a reference to the tv show) which do virtual commerce in GW and could may be share their thoughts and experience on this thread. Any economist who wants to share is opinion is welcome of course. I guess a topic of discussion is also the recent introduction of the Mini Polar Bear, but with a max, say, 30 of them which may sell at 1000ectos+ it's probably not more than a few thousands items selling 30ectos right?
It's also very interesting to see how the real and virtual worlds meet at this point (because, for the rest, we don't carry swords to kill monsters ). I guess that MMORPGs are also fantastic playgrounds for economist to test their knowledge and theories. It's particularly interesting to look at how RMT is a threat, how to deal with it and how it relates to fairness of the economic model.
So: how do you think that the GW virtual economy works? What are its rules, its advantages and benefits? How does it compare to virtual commerce and economies of other MMORPGs you play? What trends do you see? How important do you think RMT is in GW? Is Anet able to influence the virtual economy and prevent RMT?
Please argument your position and do not hesitate to bring articles to this discussion table.
Cheers!
P.S.: for fun and memories, an article about Taxing MMORPGs in 2006.