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

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  • Edward Castronova

    (Cal State Fullerton)

Abstract

In March 1999, a small number of Californians discovered a new world called "Norrath", populated by an exotic but industrious people. Having just returned from a dangerous exploratory journey through this new world, I can report a number of interesting findings about its people and economy. About 12,000 people call it their permanent home, although some 60,000 are present there at any given time. The nominal hourly wage is about $3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath's currency is traded on exchange markets at $0.0107, higher than the Yen and the Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many. The population is growing rapidly, swollen each each day by hundreds of émigrés from various places around the globe, but especially the United States. Perhaps the most interesting thing about the new world is its location. Norrath is a virtual world that exists entirely on 40 computers in San Diego. The entire dollar-based economy is underground, since the owning company, Sony, considers everything created in the world to be its intellectual property. Unlike many internet ventures, virtual worlds are making money -- with annual revenues expected to top $1.5 billion by 2004 -- and if network effects are as powerful here as they have been with other internet innovations, virtual worlds may be the next step in the evolution of internet (and possibly human) culture.

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  • Edward Castronova, "undated". "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier," Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology 2-1-1008, Berkeley Electronic Press.
  • Handle: RePEc:bep:grleeb:2-1-1008
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    References listed on IDEAS

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    Cited by:

    1. Edward Castronova, 2003. "The Price of "Man" and "Woman": A Hedonic Pricing Model of Avatar Attributes in a Synthetic World," CESifo Working Paper Series 957, CESifo.
    2. Edward Castronova, 2008. "A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science," CESifo Working Paper Series 2355, CESifo.
    3. Yang, Yan-Hong & Xie, Wen-Jie & Li, Ming-Xia & Jiang, Zhi-Qiang & Zhou, Wei-Xing, 2017. "Statistical properties of user activity fluctuations in virtual worlds," Chaos, Solitons & Fractals, Elsevier, vol. 105(C), pages 271-278.
    4. Qiu-Hong Wang & Viktor Mayer-Schönberger & Xue Yang, 2013. "The determinants of monetary value of virtual goods: An empirical study for a cross-section of MMORPGs," Information Systems Frontiers, Springer, vol. 15(3), pages 481-495, July.
    5. Fiedler, Marina & Haruvy, Ernan, 2009. "The lab versus the virtual lab and virtual field--An experimental investigation of trust games with communication," Journal of Economic Behavior & Organization, Elsevier, vol. 72(2), pages 716-724, November.
    6. Michael Morrison & Matías Fontenla, 2013. "Price convergence in an online virtual world," Empirical Economics, Springer, vol. 44(3), pages 1053-1064, June.
    7. Olivier Hueber, 2011. "Innovation in virtual social networks: the widespread of new electronic currencies and the emergence of a new category of entrepreneurs," International Journal of Transitions and Innovation Systems, Inderscience Enterprises Ltd, vol. 1(2), pages 163-174.
    8. Sascha Fullbrunn & Katharina Richwien & Abdolkarim Sadrieh, 2011. "Trust and Trustworthiness in Anonymous Virtual Worlds," Journal of Media Economics, Taylor & Francis Journals, vol. 24(1), pages 48-63.
    9. Edward Castronova, 2005. "On the Research Value of Large Games: Natural Experiments in Norrath and Camelot," CESifo Working Paper Series 1621, CESifo.
    10. Edward Castronova, 2002. "On Virtual Economies," CESifo Working Paper Series 752, CESifo.
    11. Justin Rex & David J. Jackson, 2009. "Window of Opportunity? Internet Gambling in Canada," Canadian Public Policy, University of Toronto Press, vol. 35(1), pages 121-137, March.
    12. Sousa, Yannick Ferreira De & Munro, Alistair, 2012. "Truck, barter and exchange versus the endowment effect: Virtual field experiments in an online game environment," Journal of Economic Psychology, Elsevier, vol. 33(3), pages 482-493.
    13. Karol Borowiecki & Juan Prieto-Rodriguez, 2015. "Video games playing: A substitute for cultural consumptions?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
    14. Nenad Živić & Igor Andjelković & Tolga Özden & Milovan Dekić & Edward Castronova, 2017. "Results of a massive experiment on virtual currency endowments and money demand," PLOS ONE, Public Library of Science, vol. 12(10), pages 1-14, October.
    15. Carl Mildenberger, 2015. "Virtual world order: the economics and organizations of virtual pirates," Public Choice, Springer, vol. 164(3), pages 401-421, September.
    16. Borowiecki, Karol J. & Bakshi, Hasan, 2017. "Video games as cultural participation: understanding games playing in England using the Taking Part survey," Discussion Papers on Economics 5/2017, University of Southern Denmark, Department of Economics.
    17. Fiedler, Marina & Haruvy, Ernan & Li, Sherry Xin, 2011. "Social distance in a virtual world experiment," Games and Economic Behavior, Elsevier, vol. 72(2), pages 400-426, June.
    18. Dymek, Mikolaj, 2006. "Communities build up Steam," Pink Machine Papers 26, Royal Institute of Technology, Department of Industrial Economics and Management.
    19. Karol J. Borowiecki & Juan Prieto-Rodriguez, 2017. "The Cultural Value and Variety of Playing Video Games," ACEI Working Paper Series AWP-01-2017, Association for Cultural Economics International, revised Jan 2017.
    20. Edward Castronova, 2003. "Theory of the Avatar," CESifo Working Paper Series 863, CESifo.
    21. Edward Castronova, 2004. "The Price of Bodies: A Hedonic Pricing Model of Avatar Attributes in a Synthetic World," Kyklos, Wiley Blackwell, vol. 57(2), pages 173-196, May.

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    Keywords

    Internet; Virtual Worlds;

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