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We report results of an experiment on prices and demand in a fantasy-based virtual world. A virtual world is a persistent, synthetic, online environment that can be accessed by many users at the same time. Because most virtual worlds are built around a fantasy theme, complete with magic,...
Persistent link: https://www.econbiz.de/10003748233
Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of...
Persistent link: https://www.econbiz.de/10003299019
Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of...
Persistent link: https://www.econbiz.de/10010261387
Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of...
Persistent link: https://www.econbiz.de/10012783364
There are perhaps two ways to think about “worlds as experiments”. Making a world is an experiment in itself, an attempt to build anew a place for people to be. In this sense, to experiment is to try something new, to fiddle around with the tools at hand and see what happens. The other sense...
Persistent link: https://www.econbiz.de/10012943274