000 04496nam a2200685 i 4500
001 9781948580922
003 BEP
005 20241023114918.0
006 m eo d
007 cr cn |||m|||a
008 190417s2020 nyu fob 001 0 eng d
020 _a9781948580922
_qe-book
035 _a(OCoLC)1141501301
035 _a(CaBNVSL)slc00000317
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.3
100 1 _aWagner, Andrew,
_eauthor.
245 1 4 _aThe economics of online gaming :
_ba player's introduction to economic thinking /
_cAndrew Wagner.
250 _aFirst edition.
264 1 _aNew York, New York (222 East 46th Street, New York, NY 10017) :
_bBusiness Expert Press,
_c[(c)2020.]
300 _a1 online resource (xxiv, 176 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
490 1 _aEconomics and public policy collection,
_x2163-7628
504 _aIncludes bibliographical references (pages 155-169) and index.
505 0 _aPart I. The market. Chapter 1. Hunting rabbits, picking flowers ; Chapter 2. RIVA --
_tPart II. A new guild. Chapter 3. RICH is born ; Chapter 4. The dying ember ; Chapter 5. Join guild RICH --
_tPart III. The rise of RICH. Chapter 6. Market war I ; Chapter 7. The guild party ; Chapter 8. The Wal-Mart of eternal lands ; Chapter 9. The crafting market collapse ; Chapter 10. The RICH effect ; Chapter 11. Market war II ; Chapter 12. Market war III --
_tPart IV. The game changes. Chapter 13. Cooldown ; Chapter 14. The emerald valley trade route ; Chapter 15. Hydrogenium ; Chapter 16. Broken and rebuilt ; Chapter 17. The new eternal lands --
_tAppendix A. Who is Mr. Mind? --
_tAppendix B. Concepts by chapter.
506 _aAccess restricted to authorized users and institutions.
520 3 _aThis 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 startup 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 book covers some basic economic concepts such as definitions that describe pieces and features of an economic system; how decisions are influenced by time and money; how supply and demand can change, and how those changes affect a market; and different forms of market structures and their effects on competition. The book also covers more unique economic issues like when boycotting succeeds and fails; the collapse of a cartel; employee loyalty; how a "bad" reputation can actually improve sales; how regulations can have unintended consequences; and who gets left behind when a market changes.
530 _a2
_ub
530 _aAlso available in printing.
538 _aMode of access: World Wide Web.
538 _aSystem requirements: Adobe Acrobat reader.
588 _aDescription based on PDF viewed 02/19/2020.
650 0 _aVideo games
_xEconomic aspects.
650 0 _aVideo games industry
_xEconomic aspects.
650 0 _aElectronic games industry
_xEconomic aspects.
653 _aVideo games.
653 _aVideo game economics.
653 _aScarcity.
653 _aMarket dynamics.
653 _aMarket structure.
653 _aMarket competition.
653 _aMarket power.
653 _aMMO.
653 _aMMORPG.
653 _aReputational capital.
653 _aPredatory pricing.
653 _aPrice dumping.
653 _aPrice controls.
653 _aMonopoly.
653 _aRegulatory capture.
655 0 _a[genre]
655 0 _aElectronic books.
776 0 8 _iPrint version:
_z9781948580915
830 0 _aEconomics and public policy collection.
_x2163-7628
856 4 0 _uhttps://go.openathens.net/redirector/ciu.edu?url=https://portal.igpublish.com/iglibrary/search/BEPB0000952.html
942 _2lcc
_bCIU
_cOB
_eBEP
_QOL
_zBEP9781948580922
999 _c73661
_d73661
902 _c1
_dCynthia Snell