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Virtual Economics

I found a fascinating article about massively multi-player games online. Many of you might know that people auction their characters or treasure from the game for real money on ebay. In other words platinum pieces in a game like EverQuest have real value in American dollars.

Edward Castronova, an Economist, noticed this and did some interesting calculations.

He began calculating frantically. He gathered data on 616 auctions, observing how much each item sold for in U.S. dollars. When he averaged the results, he was stunned to discover that the EverQuest platinum piece was worth about one cent U.S. — higher than the Japanese yen or the Italian lira. With that information, he could figure out how fast the EverQuest economy was growing. Since players were killing monsters or skinning bunnies every day, they were, in effect, creating wealth. Crunching more numbers, Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game — the equivalent of $3.42 (U.S.) per hour. "That's higher than the minimum wage in most countries," he marvelled.

Then he performed one final analysis: The Gross National Product of EverQuest, measured by how much wealth all the players together created in a single year inside the game. It turned out to be $2,266 U.S. per capita. By World Bank rankings, that made EverQuest richer than India, Bulgaria, or China, and nearly as wealthy as Russia.

It was the seventy-seventh richest country in the world. And it didn't even exist.

Have a gander at the rest of the article. It touches on many interesting ways the online gaming world has potential as a research tool for sociology and economics.



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