Released on 2020-02-14Categories Business & Economics

The Economics of Online Gaming

The Economics of Online Gaming

Author: Andrew Wagner

Publisher: Business Expert Press

ISBN: 9781948580922

Category: Business & Economics

Page: 202

View: 215

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.
Released on 2019-06Categories Business & Economics

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

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

Author: Andrew Wagner

Publisher:

ISBN: 1948580918

Category: Business & Economics

Page: 204

View: 317

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.
Released on 2015-02-27Categories Business & Economics

Handbook on the Economics of the Media

Handbook on the Economics of the Media

Author: Robert G Picard

Publisher: Edward Elgar Publishing

ISBN: 9780857938893

Category: Business & Economics

Page: 416

View: 458

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
Released on 2016-05-27Categories BUSINESS & ECONOMICS

Handbook on the Economics of the Internet

Handbook on the Economics of the Internet

Author: Johannes M. Bauer

Publisher: Edward Elgar Publishing

ISBN: 9780857939852

Category: BUSINESS & ECONOMICS

Page: 608

View: 623

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.
Released on 2016-10-06Categories Language Arts & Disciplines

Media Corporate Entrepreneurship

Media Corporate Entrepreneurship

Author: Min Hang

Publisher: Springer

ISBN: 9789811021220

Category: Language Arts & Disciplines

Page: 172

View: 642

This book examines corporate entrepreneurship start-ups in the media industries and provides a timely solution to fill in the gap of academic as well as practical knowledge in this regard. It brings together new media venturing practices in the west and east and covers new media opportunities in various emerging forms, including gaming, Internet, mobile and webcasting business. The book presents case studies from major transnational media companies, highlights the industry specific characteristics of corporate entrepreneurship, and thus contributes to understanding the links between new business venturing and certain particular industries, so as to further explore the industry specific characteristics of entrepreneurship. This book also suggests a new approach to integrate economic and management theories for the study of media corporate entrepreneurship; while the two sets of theories are conflicting with each other, the book proposes a contingent model to reconcile different theories. This is an innovative approach and will be a valuable starting point to construct an interdisciplinary theoretical framework for new media business studies.
Released on 2010-10-01Categories Computers

Korea's Online Gaming Empire

Korea's Online Gaming Empire

Author: Dal Yong Jin

Publisher: MIT Press

ISBN: 9780262288965

Category: Computers

Page: 208

View: 705

The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.
Released on 2013-03-01Categories Games & Activities

Online Gaming in Context

Online Gaming in Context

Author: Garry Crawford

Publisher: Routledge

ISBN: 9781135275044

Category: Games & Activities

Page: 320

View: 736

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.
Released on 2008-09-15Categories Computers

Synthetic Worlds

Synthetic Worlds

Author: Edward Castronova

Publisher: University of Chicago Press

ISBN: 9780226096315

Category: Computers

Page: 344

View: 717

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
Released on 2012-11-27Categories Business & Economics

Routledge International Handbook of Internet Gambling

Routledge International Handbook of Internet Gambling

Author: Robert J. Williams

Publisher: Routledge

ISBN: 9781136708138

Category: Business & Economics

Page: 400

View: 951

Internet gambling is a rapidly growing phenomenon, which has profound social, psychological, economic, political, and policy implications. Until recently, Internet gambling has been understudied by the research community, but now a growing body of literature is emerging, on all aspects of Internet gambling and its attendant implications. As jurisdictions around the world grapple to understand the best way to respond to Internet gambling from a commercial, regulatory, and social perspective, scholarly studies of Internet gambling are becoming an ever more crucial resource. The Handbook of Internet Gambling consolidates this emerging body of literature into a single reference volume. Its twenty chapters comprise groundbreaking contributions from the world’s leading authorities in the commercial, clinical, political and social aspects of Internet gambling. It is sure to be a foundational resource for academics, students, regulators, politicians, policy makers, commercial providers, and health care professionals who have an interest in understanding the history, dynamics, and impacts of Internet gambling in a global context.
Released on 2019Categories Computer games

Video Games and the Global South

Video Games and the Global South

Author: Phillip Penix-Tadsen

Publisher: Lulu.com

ISBN: 9780359641390

Category: Computer games

Page: 290

View: 262

"Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia."--Back cover.
Released on 2011-08-04Categories Social Science

Online Gaming

Online Gaming

Author: Garry Crawford

Publisher: Routledge

ISBN: 9781135178871

Category: Social Science

Page: 200

View: 244

This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.
Released on 2007Categories Computers

The Academic Library and the Net Gen Student

The Academic Library and the Net Gen Student

Author: Susan L. Gibbons

Publisher: American Library Association

ISBN: 9780838909461

Category: Computers

Page: 119

View: 571

As students embrace new Web 2.0 technologies like MySpace, YouTube, and RSS feeds, libraries also need to take charge. Based on actual work-practice studies of students and faculty - original research conducted at the University of Rochester - this visionary guide maps potentially vibrant futures for academic libraries.Academic librarians in public services, technology and administration now have the tools to better understand the integral role of technology in the social and academic lives of undergraduates (the net generation). Use these research results, cogent analysis, and clear explanations to: understand hot technologies, how students use them, and how libraries can too; leverage new Web 2.0 technologies to stay ahead of the curve and include innovations in your service mix; transform your library's web site with ideas inspired by gaming; and provide value-added services to students by communicating in their preferred modes.