Learning About Real-World Economies Through Game Economies
Reuters has a report about research being done on the in-game economies of MMOs like EverQuest II and World of Warcraft to better understand much larger economic situations in the real world. The games are used as case studies where researchers can do controlled experiments that they couldn't necessarily attempt if real money or goods were involved.
"After studying 314 million transactions within the fantasy world of Norrath in EverQuest II, including trading in-game goods like armor, shields, leather, herbs and food, the researchers were able to calculate the GDP of one of the game servers (the back-end computer that hosts thousands of players in one world). As more people opened accounts and flocked to Norrath, spending money on new items, researchers saw inflation spike more than 50 percent in five months. 'We have seen that kind of volatility during times of war and in developing nations in the real world,' said [Dmitri Williams, assistant professor at the USC Annenberg School for Communication]. 'Our own economy has turned out to be less stable than we'd all assumed.'"
wholeheartedly welcome our new nerd overlords.
In the real world you don't have unlimited resources. In the real world you can't release an expansion and suddenly introduce new products to replace everything someone owns. Studying in game economics can be useful as an exercise or example of how some economic principles work, but collecting data from MMO's and then trying to use that information to explain how the real world works?
While I myself enjoy playing the MMO economy micro-game, they are far too simple to really map anything close to the real world. Or at least I should say WoW's is. Some of the less popular MMO's have very realistic economies involving business entities, more niche goods, and even a kind of country proxy.
The examples of what the researchers have discovered also strike me as academically uninteresting (even obvious) and make me wonder if this is an excuse to play some games at work....
Should we be joining MMOs like these to help science? I, for one, would join to help the research but that would probably taint the results.
The problem with that idea is that the game economy is built with assumptions in mind. These assumptions will generally be based on theoretical economic models. So generally all you achieve with such experiments is confirm your built in beliefs. Chicken, egg anyone?
A similar claim was made about SimCity when it was big, that it would teach about urban planning, but it had so many assumptions built in to be worse than useless.
These experiments are not as useful nor controlled as you may think. Let me break down into some experiment design principles here:
#1 You can only generalize to the population studied
--Thus your demographics will be that of a more computer savvy user, with leisure time. This is NOT a representative sample of a normal population. When using regression methods you will get a homogenous result only from 'game performers'. These experiments are not valid unless you can prove that there is no purposeful difference between this population and the general population.
--It still can provide interesting insights, but any quantified data must be taken with a grain of salt
--The population may have one net effect, but perhaps a different type of agent/actor would have an OPPOSITE or equalizing effect (games are an artificial setting)
#2 Process defined by agency
--Here the markets are designed by an all-seeing game developer. I don't know about you, but many MMO's I have participated in had lackluster markets due to poor UI or the mere fact that it is a new market.
--Product innovations are limited or non existent, and users cannot refine markets based on their experiences. These days the most interesting economic studies are looking at PROCESS which is understood much less than outcome. Neo-classical economic theory does a great job at explaining outcome, but is horrid at process. That is why many market failures are not forecasted, but instead studied post-mortem.
And the ridiculous idea that every Orc has a right to a home is what lead to this bubble.
You can learn tons from games. Yesterday was explaining that when the taxes get rolled into the free parking kitty, money doesn't leave the system- it only gets redistrubuted leading to massive inflation from passing go. Also was explaining dice statistics and why it was better to build a house on this square versus that square based on the two people 5-7 spaces away.
'Our own economy has turned out to be less stable than we'd all assumed.'
Well yeah, what do you expect when you hire a bunch of kids and people from India to grind away for hours and then sell it back to you at inflated rates? I mean, you've got a guy who's willing to hire a pile of workers from some foreign country to do all his work while he sits back with his level 80 character and monopolizes all the good stuff for his friends? It's just like outsourcing!
#fuckbeta #iamslashdot #dicemustdie
I suspect we could learn more if the game used real money rather than monopoly money.
I agree with your point; on one hand, there are a lot of data that can be collected from the economies of video games. The challenge, as you mentioned, is making that data relevant outside of the realm of that video game (or of video games, in general). I agree that the games probably can't be valid models of real economies (or cities, etc.).
That said, I'd not be surprised if they could extract useful behavioral information out of the data. Not information about how the economy works, but rather how people act when faced with various economic events and circumstances. Players could probably be mapped to social and regional demographics by qualities such as their characters' net values, activity, and primary sources of income. Patches, updates, and expansions can be mapped to technological breakthroughs and innovations, and resource scarcity and overfarming can be mapped to depressions or natural disasters.
There are plenty of real-world economic events that might be mapped and studied to research how the players in various "classes" react, such as:
To me, the practice seems legit (if done carefully), although I doubt any results are particularly useful by themselves.
Economics is as much a real science as MMOs have real economies.
As someone else said, many of the basics of those in-game economies are designed by economists and mathematicians. Of course they'll reflect economic theory.
If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
Who the hell is we, and who is listening to someone so clueless in the first place?
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That's the point.
In RL governments can act and do something about the economy, make laws, bail banks... but all the bribes, the people in key position, the network of friends, will always allow the banks to be essentially free (eg. leveraging and taking more risk), and basically all the good words that are being spent now on the banking sectors will just be words.
Instead in a MMO everything is under control.
Too much gold?
Increase repair price/decrease loot, etc etc.... well add new taxes. If RL governments do so banks will move offshore or in other countries where taxes are acceptable (to their standard...).
The difference with RL is that Blizzard will never bail The Big Guild going bankrupt because too many wipes/enchantments/etc etc..., but RL governments had to.
In an MMO you just go grind and magically you get money. Then you have sinks like the gear/enchantments/etc etc.
Again, saying that governments had to bail the banks doesn't mean that the economy is controlled; btw in MMOGs you totally lack the investment part of the capitalistic economy; you can only throw away your money on some item that will become useless in 2~6 months, you can't use your money to make more money*
* practially you can....if you have some in game cash you can briefly get the monopoly of some kind of commodity (eg. reagents) and put the price you want; I've done it a couple of times in WoW...I invested 5k in one particular reagent, managed to get 6k in some hrs...
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Yeah, but they can just create money out of thin air in the game, unlike the real world. Er, wait...
In MMOs, everyone is "employed" or capable to make money (not to get rich, but still to participate actively in the economy) by themselves. Things like food or where to live are not big problems, neither is maintaining a family usually. And there aren't laws (like patents) giving individuals virtual monopolies.
But still there is commerce there, sharing several of the rules of with the real world one and behaving in good part like it.
"As real as real? Macroeconomic behavior in a large-scale virtual world" (links to the abstract with option to download)
Antiquis temporibus, nati tibi similes in rupibus ventosissimis exponebantur ad necem.
Why not look at the Eve online economy? The Eve system is a lot more flexible, largely player driven and a LOT more players involved. This should more accurately model real economies.
Then of course, eve have already had a lot of attention for this reason, so perhaps they wanted to do a more novel study.
the thing I don't understand about money is, why don't more people make it? there's no law against creation of local currencies. some cities do have them. fortaleza, brazil, has a community with a currency called "palma", switzerland has the WIR bank, ithaca has the hour... it's problably the best way for a community to change, develop and become self-sustained. economically, ecologically, and in other ways. money is, in reality, just a contract, a document - shows that if you help someone, give something, someone else will help you, give to you. as long as the contract works... who cares who filled it out, printed the form, bill, wrote the software, or if it's electronic, paper, or just a paper ledger. the only hard part is creating a community that realizes it's in their best interest to run their own economic system. open-source software could perhaps benefit from adoping something similar for rewarding programmers more.
Build your own energy sources from scratch. http://otherpower.com/
Any researcher worth its salt will have to first and foremost look at EVE Online's economy. The game is driven by its economy, not the other way around.
They you can look at toys like WoW or Everquest, if you want a simpler model.
The study would be useful, only if we printed our money without any regard to the amount of it. That is the basic problem there, there can be no lack of credit in virtual economies, while we know there can be one in the real world.
Next, you have to transform most entities in the virtual world into entities in real one. Because, you will never have a raw diamond more expensive, than a well crafted diamond jewel in real life. Yet, in WoW it is usual to have items that are found raw more expensive, than those that are crafted.
... of Russian Roulette.
In Soviet Russia, economy plays you!
Have gnu, will travel.
I'm surprised there's no discussion about the Linden Dollar (Second Life currency) which has a full-fledged external exchange. There have been quarters where the LindenX outperformed the Dow.
Of course, I do everything in SL Creative Commons gratis or for barter, but there are only a handful of players who seem to understand why I don't like the in-world economic idiom being "the Dollar." I think people who can conceive of an economic system that involves anything besides "shopping" and "paying retail" are scarce.
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I very much doubt that online games can ever provide any decent economic modelling. The things that make most people risk-averse in the real world are largely mitigated online.
It may be terrible to lose your character or his equipment in the MMORPG universe, but you'd have to be pretty far gone in order to feel the same way about that as you would about losing your job / house / car.
wow doesnt have any real economy or crafting. its all related to 0.001% chance drops from some mob bosses. and some utility craftables heavily traded.
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This guy must be a member of the Guild Wars Guru forums.
Repeat after me: An economy with infinitely respawning resources can NOT model a real-world economy.
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