Will Virtual Economies Affect Real-World Economics?
Thanks to Game Studies for their Edward Castronova-authored article discussing the economics of massively multiplayer games, which asks the question: "Will these economies grow in importance? Second, if they do grow, how will that affect real-world economies and governments?" It's suggested that "the mere fact that Earth economies may suffer as people spend more time in cyberspace does not imply that humanity is worse off", as "the basket of produced goods is simply changing." Finally, some of the unique economic facets to virtual worlds are pointed out: "Economics, on Earth, argues that no wise government will try to control prices. In an avatar economy, however, the government can effortlessly peg many prices at any value."
It may be easier to fix prices in a virtual world (No Cops or raids neccessary). But that does not mean it will not hurt the virtual economy, or that a black market will not appear. Think of all the stories about selling virtual objects and characters on Ebay.
Spencer Ogden
Real, unwise governments institute price controls all of the time with devastating effect. Witness how the US healthcare industry is reacting to price ceilings instituted via insurance and government health programs and how the oil markets reacted to Nixon's attempts to curb inflation in the 1970's.
Conformity is the jailer of freedom and enemy of growth. -JFK
Virtual economies could be a good breeding ground for ideas about how to gain economic advantage. Just as real world memes are part of virtual economies, memes that emerge in virtual economies will cross over into the real world. So, for example, it should be possible to see the seeds of future criminal schemes by observing behavior on the edges of acceptability in virtual economies.
of virtual economies is that they could enable experimentation with different socioeconomic theories without (serious) risk of screwing up real people's lives with the failures. I wonder how Marx's or von Mises' writings would have been affected if they'd had MMO simulators to play with?
Life is like surrealism: if you have to have it explained to you, you can't afford it.
"the mere fact that Earth economies may suffer as people spend more time in cyberspace does not imply that humanity is worse off", as "the basket of produced goods is simply changing."
The mere fact that the economy may suffer as SCO spends more time producing lawsuits does not imply that humanity is worse off, as the basket of produced goods is simply changing.
I think mostly existing tools were used beyond what they are generally designed for - i.e. expanded into a virtual world. The thing on which it is applied is different but the tools and approaches used are not.
When I see two words "value" and "worlds" so close to each other the thought that jumps to my head is world of religion and its value. Do we have one religion ? Does the size matter when you can choose yours ? Does one religion dominate the world ?
Don't know if there is such a correlation beween the two, because it is hard to pin down what "higher rewards" and "challenge levels" are. Firstly, how can you be sure that the coder has captured the "reward" or "challenge" value in a pattern of numbers ? And secondly, regarding preferences, it is well known that one man's cake is another man's poision. One way to visualize it is to see a see-saw in motion.
I guess what it could mean is that if you find that you have committed a sin in your religion, it is then not a bad idea to shop around for another religion that doesn't consider it a sin - if the analogy made with religion is appropriate.
Now it sounds quite like religion to me. I can just imagine the power structures you described and those described in religious history.
Well it depends on how you visualize the function of its growth. If it is linear or quadratic, then you probably could be right. If the function is of a higher order the growth of digital stock might find a limiting value, or even reverse itself. It usually happens when currencies of differnt nations are allowed to partially or freely float agains the currencies of other nations. And hopefully if that could be predicted, then it might be comparable to the accomplishments of George Soros - who broke the Bank of England.
To see a world in a grain of sand, and then to step back and see the beach where the sand lies
...the we live in a virtual economy already? I work for 40 hours a week and some virtual funds are direct deposited into my checking account. I then write a virtual check to pay my bills online. There's no such thing as money anymore; the gold standard never lasted, the paper standard is a joke, the digital standard is just a virtual economy with solid objects as the prize for playing the cubicle game. Hell, pay for your Everquest subscription using your credit card, pay the card with a virtual check, it's all just ones and zeroes!
I wonder when the U.S. Internal Revenue Service will require online gaming companies to report the earnings of players? At least some MMORG players are starting to worry about this issue.
The extent that virtual economies let "players" perform virtual jobs and earn virtual money that can be used to buy valuable products and services is the extent such virtual income is taxable. If enough players earn more money online than they pay in monthly fees, then said players are effectively gainfully employeed and profitable. If the virtual money is exchangable for real money, then it becomes much more likely that the IRS could get interested.
Hmmm... do virtual earnings count as earnings in foreign country?
Two wrongs don't make a right, but three lefts do.