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Nền kinh tế ảo virtual economies

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Nền kinh tế ảo virtual economies

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies may be downloaded•from the SSRN website:http: ssrn.com. ''abstractjd=ÌỈS500•from the CESifo 1 vebsite:1 nnr. CESifo. deCESifo Working Paper No. 752On

Virtual EconomiesAbstractSeveral million people currently have accounts in massively multi-player online games, places in cyberspace that are effectiv Nền kinh tế ảo virtual economies

ely large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significa

Nền kinh tế ảo virtual economies

ntly, each world also seems to grow its own economy, with production, assets, and trade with Earth economies. This paper explores two questions about

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies ? To shed light on the fust question, the paper presents a brief history of these games along with a simple choice model of the demand for game time.

The history suggests that the desire to live in a game world is deep-rooted and driven by game technology. The model reveals a certain puzzle about pu Nền kinh tế ảo virtual economies

zzles and games: in the demand for these kinds of interactive entertainment goods, people reveal that they are willing to pay money to be constrained.

Nền kinh tế ảo virtual economies

Still, the nature of games as a produced good suggests that technological advances, and heavy competition, will drive the future development of virtu

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies will also raise certain constitutional issues, since it is not clear, today, exactly who has jurisdiction over these new economies.JEL Classification

: L86.Keywords: information and internet sen ices, computer software.Edward Castronova Department of Economics California State University Fullerton, Nền kinh tế ảo virtual economies

CA 92834 U.S.A.ecastronova@fullerton.edu2"I play for my kid. He's a cool dude and has some health problems that keep him out of school from time to ti

Nền kinh tế ảo virtual economies

me and he needs something to focus on. Don't get me wrong, this kid was bom being 80 years old. incredibly mature, creative and intelligent enough to

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies tic at the same time. He loves to share his on-line adventures. What started 3 years ago with Tribes (yes. I was a clan mom) evolved into Tribes RPG (

yes. we ran a mod on our own server) and segued into DAoC [Dark Age of Camelot], After healing him talk about it. and scrolling through forums, I deci Nền kinh tế ảo virtual economies

ded this looked intriguing. It would be a good way to ‘buddy up' and go have some fill! with him. Anyways. I watched over his shoulder one day. and sa

Nền kinh tế ảo virtual economies

id. ok. that’s it. I'm getting a version myself. Started that night. D&D RPG stuff is fairly easy to get one's head around. We teamed up. and proceede

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies today while I was leveling...’" -Gelenii. posted 6 8'02 at daoc catacombs.com.I. IntroductionAt this writing, there are several million people aroiuid

the world who have accessto a MMORPG account1 A MMORPG (massively multi-player online role playinggame), more simply a virtual world. IS an internet- Nền kinh tế ảo virtual economies

based game that can be accessed bylarge number of players at the same time. Players choose a physical self, an avatar, and then spend then time nuuimg

Nền kinh tế ảo virtual economies

about 111 the game world, chatting with others, undertaking various tasks, purchasing, producing, and consuming goods, and generally leading a moreor

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies wever, approach virtualworlds as an alternative reality, devoting a substantial fraction of then time to them.According to a survey in Summer 2001. ab

out one third of the adult players of Evei Questspent more time in a typical week 111 the virtual world than 111 paid employment1 A rough accounting a Nền kinh tế ảo virtual economies

s of June 2002. based on media reports and company claims: Lineage. 4 million; EvcrQucst, 400.000? Ultima Online 200.000; Camelot, 200.000: Anarchy On

Nền kinh tế ảo virtual economies

line 200.000; Ashcron’s Call 150.000 This docs not include any number of chat-based games and some smaller titles that exist On the3(Casttonova, 2001a

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies vendi, and Sony. As this market expands, it seems entirely possible that living a part of one’s hie in cyberspace may eventually become a common pract

ice.Such a development would be worth some attention, because life in cyberspace seems to be different in important ways from life on Earth. This is e Nền kinh tế ảo virtual economies

specially true of economic life. True, at first glance there are many similarities between Earth economies and then virtual counterparts, hl an earlie

Nền kinh tế ảo virtual economies

r paper (Castionova. 2001a), 1 described the economy of Nonath (the virtual world of the game EverQuest) as if It were a normal Earth economy, complet

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies t the economies of these virtual worlds generate a surprisingly high level of per capita production, and that people who live' there (a substantial fr

action view themselves as citizens) have accumulated significant stocks of real and financial wealth. All of this suggests that there IS something ver Nền kinh tế ảo virtual economies

y normal and mundane about cyberspace economies; people live there, work there, consume there, and accumulate wealth there, just as they do on Earth.2

Nền kinh tế ảo virtual economies

other hand, many people have accounts in several games. No one knows how many people aie actually active in game worlds, but the number appears to be

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies world: my earlier paper would be a decan introduction (Castronova. 2001a). The one finding of that paper that deserves added emphasis here is that pla

yers in virtual worlds have developed durable assets of considerable economic value On a per capita annual basis, the production of new value (ill ter Nền kinh tế ảo virtual economies

ms of both durable equipment and avatar capital, i.e. die skill set of the avatars) is on pai with that of a moderately advanced industrial country. T

Nền kinh tế ảo virtual economies

he pseudo-GDP of Noirath amounted to as much as $2.000 per capita annually. There is also a substantial dollar-based trade in goods, as well as a liqu

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies al worlds, and between virtual worlds and earth. The present paper takes tills economic activity as a given, and tries to explore some of its broader

implications.4However, further thought suggests tlrat virtual economies may be any thing but normal. As an example, consider a simple policy question: Nền kinh tế ảo virtual economies

Should governments attempt to control prices? Most economists would say ‘no/ since tire costs of doing so outweigh the benefits. Moreover, the costs

Nền kinh tế ảo virtual economies

often end up being borne by the people the policy is supposed to help, l hesc perverse effects happen because any effort to control prices creates eit

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies oods must lie allocated by a mechanism that usually turns out to be both unfair and costly. But what if it cost the government nothing to buy up a sur

plus of goods and destroy it? And what if the government could simply produce whatever quantities are demanded, at no cost to itself? If those two act Nền kinh tế ảo virtual economies

s were possible, then a policy of government price control would be feasible. And in cyberspace, the coiling authority does indeed have the power to c

Nền kinh tế ảo virtual economies

reate and destroy any amount of any good, at virtually zero cost. Therefore, as a de facto government, the coding authority can indeed control prices.

On Virtual EconomiesEdward c astronovaCESifo Working Paper No. 752 Category 9: INDUSTRIAL Organisation JULY 2002.4/1 electronic version of the paper m

Nền kinh tế ảo virtual economies ggests the possibility that virtual economics may be very different from Faith economies, in certain well-defined ways. As economic and social activit

y gradually migrates hour Earth to cyberspace, these differences may begin to have an impact on the lives of large parts of rhe population. Details ab Nền kinh tế ảo virtual economies

out the functioning of virtual economics may, in time, become important public issues. Even today, small changes ill the code of a game can generate i

Nền kinh tế ảo virtual economies

ntense controversy among the players. If these little firestorms are a portent of things to come, it would be useful, even now, to

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