en
Buku
Fouad Sabry

Virtual Economy

What is Virtual Economy

A virtual economy is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be “fun”. However, some people do interact with virtual economies for “real” economic benefit.

How you will benefit

(I) Insights, and validations about the following topics:

Chapter 1: Virtual economy

Chapter 2: Massively multiplayer online role-playing game

Chapter 3: World of Warcraft

Chapter 4: Twinking

Chapter 5: Massively multiplayer online game

Chapter 6: Virtual world

Chapter 7: Duping (video games)

Chapter 8: Free-to-play

Chapter 9: Virtual crime

Chapter 10: IGE

Chapter 11: Gold farming

Chapter 12: Gold sink

Chapter 13: Virtual currency

Chapter 14: Economy of Second Life

Chapter 15: Virtual tax

Chapter 16: Virtual goods

Chapter 17: PlayerAuctions

Chapter 18: Massively multiplayer online real-time strategy game

Chapter 19: Video game monetization

Chapter 20: Skin gambling

Chapter 21: Loot box

(II) Answering the public top questions about virtual economy.

(III) Real world examples for the usage of virtual economy in many fields.

Who this book is for

Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of virtual economy.
186 halaman cetak
Publikasi asli
2024
Tahun publikasi
2024
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