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Re: [MUD-Dev] Self-organizing worlds (was: Elder Games)
"Koster, Raph" wrote:
>
> There's a couple of economics researchers who are working with us here to
> actually try to pinpoint the differences between human behaviors in virtual
> economies as opposed to real world economies. Turns out there are some
> fairly significant differences which make traditional economic models tend
> to fail. Among these differences is the savings habits of players (eg
> hoarding). A lot of this went over my head, but apparently the economists
> feel that even with an accurate economic model (eg one with huge ongoing
> expenditures) there's enough of a difference in the psychology online that
> people will not do the same things they do in the real world.
>
> -Raph
>
I'd actually be interested in hearing more about this if you are able/willing to
share. Especially if this relates at all to the type of expenditures that are
made required or the general psychology of online players.
-Scott
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- RE: [MUD-Dev] Self-organizing worlds (was: Elder Games), (continued)
- RE: [MUD-Dev] Self-organizing worlds (was: Elder Games),
Nicholas Lee njl25#hermes,cam.ac.uk, Mon 22 Mar 1999, 17:11 GMT
- Re: [MUD-Dev] Self-organizing worlds (was: Elder Games),
Ola Fosheim Grøstad olag#ifi,uio.no, Tue 23 Mar 1999, 15:17 GMT
- RE: [MUD-Dev] Self-organizing worlds (was: Elder Games),
Koster, Raph rkoster#origin,ea.com, Tue 23 Mar 1999, 15:57 GMT
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