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Eighty percent of players are male versus 50 percent for the general population and they skew more white than the overall population. After studying 314 million transactions within the fantasy world of Norrath, including trading in-game goods like armor, shields, leather, herbs and food, the researchers were able to calculate the GDP of one of the game servers (the back-end computer that hosts thousands of players in one world). As more people opened accounts and flocked to Norrath, spending cheap mesos on new items, researchers saw inflation spike more than 50 percent in five months.

Fellow researcher Dmitri Williams, assistant professor at the USC Annenberg School for Communication, said the rapid economic changes may not be due to the economy being virtual but as it has volatile elements. We have seen that kind of volatility during times of war and in developing nations in the real world, said Williams. Our own economy has turned out to be less stable than wed all assumed. Rather than charging players to buy the game and pay a subscription, revenue is generated through the purchase of in-game items.

Skype: gameest