توضیحاتی در مورد کتاب The Invisible Hand in Virtual Worlds: The Economic Order of Video Games
نام کتاب : The Invisible Hand in Virtual Worlds: The Economic Order of Video Games
عنوان ترجمه شده به فارسی : دست نامرئی در جهان های مجازی: نظم اقتصادی بازی های ویدیویی
سری :
نویسندگان : Matthew McCaffrey
ناشر : Cambridge University Press
سال نشر : 2021
تعداد صفحات : 263
ISBN (شابک) : 1108839711 , 9781108884891
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 2 مگابایت
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فهرست مطالب :
Cover
Half title
Title
Copyright
Contents
Introduction
1 | The Economic Meaning of Play: Ludology and Praxeology in Video Game Worlds
Introduction
What Should Video Game Economists do ?
Action, Play, And Economics
Gameplay As Economic Behavior
Scarcity
Choice and Trade-Offs
Opportunity Cost
Specialization and Division of Labor
Trade
Entrepreneurship
What Is So Virtual About Virtual Worlds ?
Man, Economy, and the Virtual State
Economic Law in Virtual Worlds
The Puzzle of Puzzles
The Promise Of Virtual Economies As A Field Of Research
References
2 | Spontaneous Order and Video Game Narrative
Spontaneous Order?
Older Games: Limitations Encouraged Spontaneity (1971–1991)
The Rise Of Linearity And Planned Orders In Video Games ( c . 1992–2009)
The Ascendance Of Spontaneity (2009–Present)
Conclusion
References
3 | Law and Economics in a World of Dragons
IntroductIon
VIrtual Worlds As EmpIrical Platforms
What Are Virtual Worlds, and Why Do They Matter?
The Stakes
“Dragon Kill Points”
The Economic Problem
A Private Solution
The Role Of DKP In ReinforcIng Cooperative Outcomes
Reinforcing Long-Term Cooperation
Disincentivizing Free Riding
Internal Enforcement
Game-Theoretic Implications
DKP Today
ConcludIng Remarks
References
4 | Minerals, Titans, and Connections: The Political Economy of Empire in the World of EVE Online
Distinctive FeatureS Of The Game
Incentives And The Spontaneous Order Of EVE Online
The Nature And Features Of The Spontaneous Order: Economy
The Spontaneous Order: PolitIcs
War And International Relations In EVE Online
The Meta-Order Of EVE Online
Technology And Order
The Reality Of EVE And What It Tells Us: The Nature Of Emergent Orders
EVE Online , State-Of-Nature Theory, And Rational ChoIce
The Implications Of EVE For IR And History
References
5 | The Origins of Money in Diablo II
The Basic Problem Of Money And Menger\'s SolutIon
Diablo II As EconomIc EnvIronment
The Monetary History Of Diablo II
Conclusion: What Changed In D3?
References
6 | A Virtual Weimar: Hyperinflation in Diablo III
AustrIan EconomIcs , InflatIon, And Hyperinflation
Virtual Economics
Digital Hyperinflations
ArmamentarIum Of The Virtual “Central BanK”
Methods
Early Concerns
Gold Floors Versus BlacK Markets
A Delirium Of Stacks
Aftermath
Conclusion
References
7 | The Facilitate or Acquire Decision: The Tipping Points for Strategies toward User-Generated Content in Massively Multiplayer Online Game Platforms
IntroductIon
Problem Statement
Thesis: The White–Gray Strategic MatrIx
Part one: The White–Gray Strategic Matrix
1. A Review of Gray Markets
Global gray market statistics
Upstream production and downstream aftermarkets
Gray transactions as peer-to-peer networks
Lax enforcement
Informal economics and economic development
2. Investing in the Gray Economy, or Investing in Formalization?
Transaction costs and property rights
Gray finance
3. Separating Black from Gray Markets
4. Gray Markets around High-Tech Platforms
Free innovation and the wisdom of crowds
5. Gray Complementarities
Rivalry between white and gray firms
6. The White–Gray Strategic Matrix
Strategy one: facilitating the gray knowledge commons
Strategy two: creating proving grounds and acquiring
Strategy three: ignoring informal markets
Strategy four: litigating informal bureaucracies
The ignore or litigate decision
The facilitate or acquire decision
Part Two: The Tipping Point From facilitate To Acquire In The MMO Industry
Three Mini-Cases in the MMO Industry
Three rival transaction types
Case One: Ignoring Complementarities in Rage of Bahamut
Game mechanics
Overpricing and the gray market
Resolution
Minecraft: The Facilitate Strategy
Dota 2 and the Shift from Facilitate to Acquire
Part Three: Conclusion, Limitations , And Future Directions For Research
Conclusion and Limitations: The Matrix
Conclusion and Limitations: The Tipping Points
Applying the Framework to Government Activities
Studies of Business Models and Formalization Processes
The Perpetual Grayness of Entrepreneurship
References
8 | Mod the World: How Entrepreneurs Learn from Video Game “Modding” Communities
OvervIew Of ModdIng
Theoretical Foundation
Absorptive Capacity and Networks
Entrepreneurial Judgment
Three Types Of Modding
Traditional Modding
Quasi-Modding
MUDs
Discussion
Conclusion
References
9 | Levels without Bosses? Entrepreneurship and Valve\'s Organizational Design
Valve’s EconomIc OrganIzatIon: Theory And History
Entrepreneurship, Management, and Decision-Making at Valve
Self-OrganIzatIon And DecIsIon-MakIng
Problems
The Implications Of Valve’s OrganIzatIon For Strategy
The Implications Of Valve’s OrganizatIon For Capabilities
Implications For Projects: Half-Life 3 confirmed?
Half-Life: Alyx
Conclusion
References
About the Contributors
Index