The Economics Of Online Gaming

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The Economics of Online Gaming

Author : Andrew Wagner
Publisher : Business Expert Press
Page : 147 pages
File Size : 54,6 Mb
Release : 2020-02-14
Category : Business & Economics
ISBN : 9781948580922

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The Economics of Online Gaming by Andrew Wagner Pdf

The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. This book is made from the connections that the author saw when he compared his experience inside a video game with what he learned through a formal study of economic theory. Set in the Massively Multiplayer Online Role-Playing Game (MMORPG) of Eternal Lands, it follows the true story of Mr. Mind, a gamer who builds a business inside the game world that he calls RICH. This business grows from a small start-up to an unregulated natural monopoly that abuses its market power by intentionally losing money to drive competitors out of business. RICH becomes so influential that it breaks the market process with a unique case of regulatory capture. Through this story, the book demonstrates how economic thinking is absorbed by experimenting inside an online video game. The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. Each of these topics begins with the context of a story and continues with an explanation of the economic theory behind it, finishing with a relevant real-world connection. It supports economic theory in an emotional way that cannot be shared through math or charts or graphs. Appendix B provides a comprehensive outline of ideas for teaching and discussion in each chapter.

The Economics of Online Gaming: A Player's Introduction to Economic Thinking

Author : Andrew Wagner
Publisher : Unknown
Page : 204 pages
File Size : 42,9 Mb
Release : 2019-06
Category : Business & Economics
ISBN : 1948580918

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The Economics of Online Gaming: A Player's Introduction to Economic Thinking by Andrew Wagner Pdf

The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. This book is made from the connections that the author saw when he compared his experience inside a video game with what he learned through a formal study of economic theory. Set in the Massively Multiplayer Online Role-Playing Game (MMORPG) of Eternal Lands, it follows the true story of Mr. Mind, a gamer who builds a business inside the game world that he calls RICH. This business grows from a small start-up to an unregulated natural monopoly that abuses its market power by intentionally losing money to drive competitors out of business. RICH becomes so influential that it breaks the market process with a unique case of regulatory capture. Through this story, the book demonstrates how economic thinking is absorbed by experimenting inside an online video game. The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. Each of these topics begins with the context of a story and continues with an explanation of the economic theory behind it, finishing with a relevant real-world connection. It supports economic theory in an emotional way that cannot be shared through math or charts or graphs. Appendix B provides a comprehensive outline of ideas for teaching and discussion in each chapter.

Synthetic Worlds

Author : Edward Castronova
Publisher : University of Chicago Press
Page : 344 pages
File Size : 46,9 Mb
Release : 2008-09-15
Category : Computers
ISBN : 9780226096315

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Synthetic Worlds by Edward Castronova Pdf

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

The Evolution and Social Impact of Video Game Economics

Author : Casey B. Hart
Publisher : Lexington Books
Page : 182 pages
File Size : 50,8 Mb
Release : 2017-07-13
Category : Language Arts & Disciplines
ISBN : 9781498543422

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The Evolution and Social Impact of Video Game Economics by Casey B. Hart Pdf

Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

Handbook on the Economics of the Media

Author : Robert G Picard,Steven S Wildman
Publisher : Edward Elgar Publishing
Page : 417 pages
File Size : 46,6 Mb
Release : 2015-02-27
Category : Business & Economics
ISBN : 9780857938893

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Handbook on the Economics of the Media by Robert G Picard,Steven S Wildman Pdf

Media industries and services present a complex set of challenges to economic analysis: challenges made more difficult by the technological changes that have been transforming the media sector. Research on the economics of media has made major advances

Online Gaming in Context

Author : Garry Crawford,Victoria K Gosling,Ben Light
Publisher : Routledge
Page : 334 pages
File Size : 47,5 Mb
Release : 2013-03-01
Category : Games & Activities
ISBN : 9781135275044

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Online Gaming in Context by Garry Crawford,Victoria K Gosling,Ben Light Pdf

There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

The Business of Gaming

Author : William R. Eadington,Judy A. Cornelius
Publisher : University of Nevada, Reno Bureau of Business & Economic Research
Page : 502 pages
File Size : 48,9 Mb
Release : 1999
Category : Games & Activities
ISBN : UOM:39015042993348

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The Business of Gaming by William R. Eadington,Judy A. Cornelius Pdf

This volume presents a sampling of state-of-the-art business and economic research that the new generation of gaming operations has spawned. Rather than "back of the envelope" and "seat of the pants" management, today's gaming companies rely on strategic planning, ROI analysis, customer tracking systems, focus groups, quantitative analysis, direct mail marketing, and customer service standards to improve performance. As competition for the discretionary dollar has increased, and as gaming has wedged itself into the center of modern entertainment offerings, the need for systematic and scientific analysis in the business of gaming has grown accordingly.

The Economics of Casino Gambling

Author : Douglas M. Walker
Publisher : Springer Science & Business Media
Page : 210 pages
File Size : 49,7 Mb
Release : 2007-06-30
Category : Business & Economics
ISBN : 9783540351047

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The Economics of Casino Gambling by Douglas M. Walker Pdf

Casino gambling has spread throughout the world, and continues to spread. As governments try to cope with fiscal pressures, legalized casinos offer a possible source of additional tax revenue. But casino gambling is often controversial, as some people have moral objections to gambling. In addition, a small percentage of the population may become pathological gamblers who may create significant social costs. The Economics of Casino Gambling is a comprehensive discussion of the social and economic costs and benefits of legalized gambling. It is the first comprehensive discussion of these issues available on the market.

The Lead User Influence in Online Communities - A Gaming Community Example

Author : Tobias Fritsch
Publisher : GRIN Verlag
Page : 85 pages
File Size : 51,6 Mb
Release : 2010
Category : Electronic
ISBN : 9783640508266

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The Lead User Influence in Online Communities - A Gaming Community Example by Tobias Fritsch Pdf

Diploma Thesis from the year 2007 in the subject Business economics - General, grade: 1,3, Free University of Berlin, language: English, abstract: Due to the fast growing importance of the Internet one can observe a significant influence on all parts of the economy. The new Internet economy completely restructures given economic rules, not only because of the new opportunities, also because of the shifting power positions between customer and producer. One part of this new economy is the existence of online communities, these groups of users show a specific focus (mainly a common topic or interest) and with the increasing possibilities of communications, new social networks are created online. The online communities already have a large influence on the economic, because they offer various opportunities and many potential customers. This thesis focuses on a special aspect of online communities, the influence of lead users at the example of an online gaming community. Lead users often have needs that will be significant for the future market evolution, because the majority will also have them in the near future. At the example of the gaming market, lead users are often professional players with a serious game interest and a high motivation to further improve the games. Also the current status of other communities with a similar focus is evaluated. The approach in this thesis features a large scaled online questionnaire, which aims to identify the current needs of the players and pinpoints the significant influence of the lead users. Mainly with regard to the position of the lead users in the gaming market (they act as guides for casual players) this influence and the consequences for a potential online gaming community are evaluated. Furthermore each hypothesis is analyzed individually and discussed afterwards. The approach and the statistical evaluation are described in depth and discussed from a managerial perspective afterwards, in order to draw conclusions fo

GTA Simulation Theory: Transcending Reality with Rockstar Games

Author : Daniel D. Lee
Publisher : SkyCuration
Page : 232 pages
File Size : 54,7 Mb
Release : 2024-06-13
Category : Computers
ISBN : 8210379456XXX

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GTA Simulation Theory: Transcending Reality with Rockstar Games by Daniel D. Lee Pdf

In "GTA Simulation Theory: Transcending Reality with Rockstar Games," we delve deep into the genesis and evolution of the Grand Theft Auto series. From the revolutionary open-world design that defined the early games to the complex narratives and richly detailed environments of GTA IV and V, this book offers an unparalleled exploration of what makes GTA a cultural phenomenon. Discover the intricate storytelling techniques that have brought unforgettable characters to life, and explore the satirical commentary on modern society that runs through every game. With chapters dedicated to the immersive soundscapes, the thriving modding community, and the ever-expanding online multiplayer universe, this book provides a comprehensive look at the artistry and innovation behind GTA. As we look to the future, "GTA Simulation Theory" examines the potential of virtual reality, AI advancements, and procedural generation to further elevate the series. The book also contemplates the economic impact of GTA, the psychological allure of its gameplay, and its lasting influence on gaming and popular culture. Join us in celebrating the legacy and future of Grand Theft Auto, a series that continues to push the boundaries of interactive entertainment. This is the ultimate guide for fans and scholars, offering deep insights into the phenomenon that is GTA.

Handbook on the Economics of the Internet

Author : Johannes M. Bauer,Michael Latzer
Publisher : Edward Elgar Publishing
Page : 608 pages
File Size : 51,9 Mb
Release : 2016-05-27
Category : BUSINESS & ECONOMICS
ISBN : 9780857939852

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Handbook on the Economics of the Internet by Johannes M. Bauer,Michael Latzer Pdf

The Internet is connecting an increasing number of individuals, organizations, and devices into global networks of information flows. It is accelerating the dynamics of innovation in the digital economy, affecting the nature and intensity of competition, and enabling private companies, governments, and the non-profit sector to develop new business models. In this new ecosystem many of the theoretical assumptions and historical observations upon which economics rests are altered and need critical reassessment.

Emerging Technologies and Applications for Cloud-Based Gaming

Author : Krishna, P. Venkata
Publisher : IGI Global
Page : 314 pages
File Size : 43,6 Mb
Release : 2016-07-13
Category : Computers
ISBN : 9781522505471

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Emerging Technologies and Applications for Cloud-Based Gaming by Krishna, P. Venkata Pdf

Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Changing the Rules of the Game

Author : S. Hotho,N. McGregor
Publisher : Springer
Page : 176 pages
File Size : 45,7 Mb
Release : 2013-10-24
Category : Social Science
ISBN : 9781137318411

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Changing the Rules of the Game by S. Hotho,N. McGregor Pdf

The computer games industry is one of the most vibrant industries today whose potential for growth seems inexhaustible. This book adopts a multi-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.

Virtual Economies

Author : Vili Lehdonvirta,Edward Castronova
Publisher : MIT Press
Page : 307 pages
File Size : 43,6 Mb
Release : 2014-05-09
Category : Business & Economics
ISBN : 9780262535069

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Virtual Economies by Vili Lehdonvirta,Edward Castronova Pdf

How the basic concepts of economics—including markets, institutions, and money—can be used to create and analyze economies based on virtual goods. 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.

Online Gaming and Playful Organization

Author : Harald Warmelink
Publisher : Routledge
Page : 249 pages
File Size : 41,8 Mb
Release : 2014-02-03
Category : Education
ISBN : 9781135040246

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Online Gaming and Playful Organization by Harald Warmelink Pdf

Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.