Although economists have many
theories about macroeconomic phenomena, they do not generally have the means to
perform experiments in the real world. The only courses of action available are
to construct theories and models or to wait for major events or policy shifts
that can serve as a natural experiment. The latter are fairly rare and
generally dictate what can be studied, while the former are only as useful as
their assumptions.
The virtual economies present in Massively
Multiplayer Online Games present a perfect opportunity to study economic
interactions on a relatively large scale, which might be difficult to model.
Many new ones are created every year, and most feature at least some form of
rudimentary economy. Not only does the multitude and variety of game designs
and player populations allow one to learn about the functioning of economies,
but the detail and completeness of data one could collect in an online game where
every exchange and most interactions between players can be recorded is simply
unmatched in the real world.
While there also exist a number
of single player games that contain simulated economies and multiplayer games
which have currencies that can be earned and spent only on non-tradable items,
this blog will primarily concern itself with games that feature at least some
basic form of an inter-player economy.
There are, of course some
caveats. Care will have to be taken in each situation to determine the
applicability of the observations. Multiple experiments and complementary real
world observations may be needed to truly validate findings.
Some situations have no real-world
analogues or are at best similar to very rare occurrences and thus have few
practical applications beyond the realm of game design. Some players will
almost certainly behave differently in a game than they would in the real
world, and sometimes behavior learned in similar previous games or real life
may influence interactions in new games. Finally, unintended consequences of
changes to the game world might disrupt the economy in ways in which while
potentially interesting in and of themselves may complicate the answering the
original question being studied.
In the following posts, I will
attempt to offer a primer on the similarities and differences between online and virtual
economies, speculate on some past observed events, and offer some theories that
could be tested if similar situations arise in the future and data is collected
about them.
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