Virtual economies and real world applications

#1 - April 26, 2013, 10:57 a.m.
Blizzard Post

In another thread someone brought up the question, “what basis is there for considering the world of video game ‘economics’ has anything to do with ‘real world’ economies.” I thought it was an interesting question, can we learn more about our real world economies with more finite virtual economies?

Opening the floor.

#126 - May 2, 2013, 11:08 a.m.
Blizzard Post

There are some really good points here, but my original intention was to talk about what the real world gets from us participating in this game economy, rather than what real world models were used in game economies.

In essence what can we learn here from the GW2 economy that we can have application outside of GW2.

An example I might think of is: Does players selling to highest buyer instead of waiting for a better offer show that people are not “Profit Maximizing” entities as basic economies assumes?

#131 - May 2, 2013, 11:36 a.m.
Blizzard Post

There are some really good points here, but my original intention was to talk about what the real world gets from us participating in this game economy, rather than what real world models were used in game economies.

In essence what can we learn here from the GW2 economy that we can have application outside of GW2.

An example I might think of is: Does players selling to highest buyer instead of waiting for a better offer show that people are not “Profit Maximizing” entities as basic economies assumes?

It all comes down to how people measure their time. I know some people that can’t translate time into money or money into time. It just doesn’t compute for them. Maybe they don’t care. Who knows.

This was the counterargument I was thinking when I posed the question as well.