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Virtuele economieën

Een geweldig artikel van Clive Thompson over de waarde van virtuele games en werelden: He gathered data on 616 auctions, observing how much each item sold for in U.S. dollars. When he averaged the results, he was stunned to discover that the EverQuest platinum piece was worth about one cent U.S. — higher than the Japanese yen or the Italian lira. With that information, he could figure out how fast the EverQuest economy was growing. Since players were killing monsters or skinning bunnies every day, they were, in effect, creating wealth. Crunching more numbers, Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game — the equivalent of $3.42 (U.S.) per hour. “That’s higher than the minimum wage in most countries,” he marvelled.

Then he performed one final analysis: The Gross National Product of EverQuest, measured by how much wealth all the players together created in a single year inside the game. It turned out to be $2,266 U.S. per capita. By World Bank rankings, that made EverQuest richer than India, Bulgaria, or China, and nearly as wealthy as Russia.

It was the seventy-seventh richest country in the world. And it didn’t even exist. (Meer …)

Polle de Maagt
Polle de Maagt
http://www.polledemaagt.com
Hi, my name is Polle de Maagt. I challenge organizations to be less about ads and more about acts. For years, I’ve helped brands like KLM Royal Dutch Airlines, Rituals Nike, LEGO and IKEA rethink customer relationships; not through more marketing, but through meaningful experiences. Drawing from design thinking, agile, and service design, I focus on making real change happen.

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