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Virtual Economies: Design and Analysis

Author

Listed:
  • Lehdonvirta, Vili

    (Oxford University, Oxford Internet Institute)

  • Castronova, Edward

    (Indiana University, Department of Telecommunications)

Abstract

In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer’s and game designer’s toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics—markets, institutions, and money—can be used to create or analyze economies based on artificially scarce virtual goods. They focus on virtual economies in digital games, but also touch on serious digital currencies such as Bitcoin as well as virtual economies that emerge in social media around points, likes, and followers. The theoretical emphasis is on elementary microeconomic theory, with some discussion of behavioral economics, macroeconomics, sociology of consumption, and other social science theories relevant to economic behavior. Topics include the rational choice model of economic decision making; information goods versus virtual goods; supply, demand, and market equilibrium; monopoly power; setting prices; and externalities. The book will enable developers and designers to create and maintain successful virtual economies, introduce social scientists and policy makers to the power of virtual economies, and provide a useful guide to economic fundamentals for students in other disciplines.

Suggested Citation

  • Lehdonvirta, Vili & Castronova, Edward, 2014. "Virtual Economies: Design and Analysis," MIT Press Books, The MIT Press, edition 1, volume 1, number 0262027259, December.
  • Handle: RePEc:mtp:titles:0262027259
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    Citations

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    Cited by:

    1. Miikka J. Lehtonen & J. Tuomas Harviainen & Annakaisa Kultima, 2023. "How monetization mechanisms in mobile games influence consumers’ identity extensions," Service Business, Springer;Pan-Pacific Business Association, vol. 17(1), pages 113-136, March.
    2. Sugata Marjit & Biswajit Mandal, 2017. "Virtual trade between separated time zones and growth," International Journal of Economic Theory, The International Society for Economic Theory, vol. 13(2), pages 171-183, June.
    3. Milutinovic, Monia, 2018. "Cryptocurrency," Ekonomika, Journal for Economic Theory and Practice and Social Issues, Society of Economists Ekonomika, Nis, Serbia, vol. 64(1), March.
    4. Benti, Behailu Shiferaw & Haß, Dominik & Stadtmann, Georg, 2021. "Money illusion in free-to-play games," Discussion Papers 422, European University Viadrina Frankfurt (Oder), Department of Business Administration and Economics.
    5. Gareth W. Peters & Ariane Chapelle & Efstathios Panayi, 2014. "Opening discussion on banking sector risk exposures and vulnerabilities from virtual currencies: An operational risk perspective," Papers 1409.1451, arXiv.org.
    6. J. Tuomas Harviainen & Jukka Ojasalo & Somasundaram Nanda Kumar, 2018. "Customer preferences in mobile game pricing: a service design based case study," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 191-203, May.
    7. Sugata Marjit, "undated". "Virtual Trade and Growth," Economics Working Papers 02-01/2015, School of Business Administration, American University of Sharjah.
    8. J. Tuomas Harviainen & Janne Paavilainen & Elina Koskinen, 2020. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business," Journal of Business Ethics, Springer, vol. 167(4), pages 761-774, December.
    9. Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
    10. Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).
    11. Koeder, Marco & Tanaka, Ema & Sugai, Philip, 2017. "Mobile Game Price Discrimination effect on users of Freemium services– An initial outline of Game of Chance elements in Japanese F2P mobile games," 14th ITS Asia-Pacific Regional Conference, Kyoto 2017: Mapping ICT into Transformation for the Next Information Society 168503, International Telecommunications Society (ITS).
    12. Hao Chen & Hai-Tao Chen, 2021. "The role of social network sites on the relationship between game users and developers: an evolutionary game analysis of virtual goods," Information Technology and Management, Springer, vol. 22(2), pages 67-81, June.
    13. Gareth W Peters & Ariane Chapelle & Efstathios Panayi, 2016. "Opening discussion on banking sector risk exposures and vulnerabilities from Virtual currencies: An Operational Risk perspective," Journal of Banking Regulation, Palgrave Macmillan, vol. 17(4), pages 239-272, November.
    14. Olli I. Heimo & J. Tuomas Harviainen & Kai K. Kimppa & Tuomas Mäkilä, 2018. "Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic," Journal of Business Ethics, Springer, vol. 153(1), pages 95-103, November.

    More about this item

    Keywords

    microeconomic theory; economic behavior; electronic gaming;
    All these keywords.

    JEL classification:

    • D0 - Microeconomics - - General
    • D5 - Microeconomics - - General Equilibrium and Disequilibrium
    • D7 - Microeconomics - - Analysis of Collective Decision-Making
    • D42 - Microeconomics - - Market Structure, Pricing, and Design - - - Monopoly

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