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  2. Virtual economy - Wikipedia

    en.wikipedia.org/wiki/Virtual_economy

    v. t. e. A virtual economy (or sometimes synthetic 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 ...

  3. Virtual goods - Wikipedia

    en.wikipedia.org/wiki/Virtual_goods

    Virtual goods. Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. [1] Virtual goods are intangible by definition. [2]

  4. Platform economy - Wikipedia

    en.wikipedia.org/wiki/Platform_economy

    The platform economy encompasses economic and social activities facilitated by digital platforms. [ 1 ] These platforms — such as Amazon, Airbnb, Uber, Microsoft and Google — serve as intermediaries between various groups of users, enabling interactions, transactions, collaboration, and innovation. The platform economy has experienced rapid ...

  5. Economics of networks - Wikipedia

    en.wikipedia.org/wiki/Economics_of_networks

    Economics of networks is a discipline in the fields of economics and network sciences. It is primarily concerned with the understanding of economic phenomena by using network concepts and the tools of network science. Prominent authors in the field include Sanjeev Goyal, Matthew O. Jackson, and Rachel Kranton. [1][2][3]

  6. Wealth, Virtual Wealth and Debt - Wikipedia

    en.wikipedia.org/wiki/Wealth,_Virtual_Wealth_and...

    e. Wealth, Virtual Wealth and Debt is a 1926 book by the Nobel Prize–winning chemist Frederick Soddy on monetary policy and society and the role of energy in economic systems. Soddy criticized the focus on monetary flows in economics, arguing that real wealth was derived from the use of energy to transform materials into physical goods and ...

  7. Virtual goldmine: In-game goods fuel debate over digital ...

    www.aol.com/news/analysis-virtual-goldmine-game...

    The video games market is set to more than double in value to $300 billion by 2025, data and analysis company GlobalData estimates. Virtual goldmine: In-game goods fuel debate over digital ...

  8. Economy of Second Life - Wikipedia

    en.wikipedia.org/wiki/Economy_of_Second_Life

    Linden Lab reported that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005, [2] and in September 2006 Second Life was reported to have a GDP of US$64,000,000. [3] In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market ...

  9. Sony likes what it sees in social, looks at virtual goods in ...

    www.aol.com/news/2012-01-23-ps3-psn-virtual...

    Develop reports that Icelandic EVE Online creator CCP Games is in talks with the PlayStation 3 (PS3) pusher to bring virtual good purchases to the PlayStation Network Sony likes what it sees in ...

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