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GamesThe development aspects of gold farmingProfessor Richard Heeks from University of Manchester recently made available a working paper titled Current Analysis and Future Research Agenda on "Gold Farming": Real-World Production in Developing Countries for the Virtual Economies of Online Games. Heeks summarizes pretty much everything that is currently known on gold farming. The approach is systematic and includes meticulously going through e.g. the estimates on on RMT market volume and aggregate spending on gold farming products, trends of RMT market prices and their effect on gold farming, the stakeholders in the gold farming industry, and the virtual world operators' incentives in reacting to gold farmers. The paper can be found via the VERN bibliography. Instead of listing more of its contents here, I'd like to point out the viewpoint of development studies, which is novel in these circles at least to myself, and which is interestingly visible in many parts of the paper. By Tuukka Lehtiniemi at 2008/08/08 - 16:38 | Business | Economic analysis | Games | China | read more | login or register to post comments
Serious Business: When Virtual Items Gain Real World ValueYearPublication informationURLWhy People Buy Virtual Items in Virtual Worlds With Real MoneyYearPublication informationURLSimple Economics of Real-Money Trading in Online GamesYearPublication informationURLMMORPGs and the item payment revenue model at DiGRA 2007
Because Players Pay: The Business Model Influence on MMOG DesignYear2007 Publication informationProceedings of DiGRA 2007: Situated Play. Tokyo: The University of Tokyo, September, 2007. Pp. 650-657. URLhttp://www.digra.org/dl/db/07312.20080.pdf Game Design on Item-selling Based Payment Model in Korean Online GamesYear2007 Publication informationProceedings of DiGRA 2007: Situated Play. Tokyo: The University of Tokyo, September, 2007. Pp. 639-649. URLhttp://www.digra.org/dl/db/07312.12427.pdf The unbound network of product and service interaction of the MMOG industry: with a case study of ChinaYear2007 Publication informationProceedings of DiGRA 2007: Situated Play. Tokyo: The University of Tokyo, September, 2007. Pp. 335-343. URLhttp://www.digra.org/dl/db/07312.38207.pdf Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player ResponsesYear2007 Publication informationNottingham University Business School, Industrial Economics Division, Occasional papers 2007-21 URLhttp://ideas.repec.org/p/nub/occpap/21.html EVE Online Fanfest, QEN, and research co-operation with CCPThe fourth EVE Fanfest, an event giving the EVE Online players an opportunity to meet each other and the game developers, was held in Reykjavik 1. - 3. November. There were two interesting revelations in the event, which also sparked discussion in panels and roundtables, a part of which I’ll try to summarize here. The first one had to with a soon-to-be-published white paper on the EVE player democracy, and why it actually might not be wise to call it democracy after all. The second was about the soon-to-be-published EVE Online Quarterly Economics Newsletter, Vol.1, No.1. In addition to these two interesting matters, there’s also the reason why a representative of Helsinki Institute of Information Technology (HIIT) was present at EVE Fanfest this year, namely, a recently formed agreement of research co-operation between HIIT and CCP, the operator of EVE Online. By Tuukka Lehtiniemi at 2007/11/12 - 14:17 | Announcements | Economic analysis | Games | Governance | read more | 1 comment
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