RALEIGH, North Carolina – Virtual economies set up in video games as players trade items are being used as case studies to track and model real-world economies.
As more people join massively multiplayer online (MMO) video game worlds like Activision Blizzard’s “World of Warcraft,” NCsoft’s “Aion” and Atari’s”Champions Online,” real money is being used to purchase virtual items through micro-transactions.
As a result, game worlds are creating virtual economies.
With the global recession impacting consumer spending — and the sales of video games — a research group is using Sony Online Entertainment’s “EverQuest II” as a case study to explore how virtual economies mirror real-world economies. Read more.