RuneScape EE
RuneScape EE
Student
Name:
Daniel
Petoukhov
Session:
May
2015
IB
Subject
of
Essay:
Economics
Supervisor
Name:
Mr.
Charles
Hawkes
Student
Name:
Daniel
Petoukhov
IB
Student
Number:
Word
Count:
3812
Abstract
This
essay
will
be
responding
to
the
research
question:
To
what
degree
is
RuneScapes
economy
similar
to
the
real-world
economy?
It
will
be
evaluating
all
of
the
immediately
observable
economic
theories
found
in
RuneScape,
and
will
be
comparing
these
theories
to
their
real
world
counter-parts.
The essay will identify the basic economic needs of a player in RuneScape, and how the average
player
contributes
to
its
virtual
economy.
By
identifying
these
needs
and
contributions,
the
essay
will
have
much
more
insight
on
how
each
economic
theory
works
in
this
virtual
world.
By
analyzing
everything
from
scarcity
to
inflation
and
deflation,
the
essay
will
give
an
in-depth
view
of
RuneScapes
economy.
The
goal
is
to
determine
the
comparability
of
the
two
economic
environments.
This
virtual
economy
gives
us
a
chance
to
observe
and
to
study
an
economy
where
nearly
all
factors
can
be
controlled
and
a
strong
degree
of
comparability
will
suggest
that
virtual
economies
can
be
a
strong
competitor
in
todays
economic
experimentation.
The essay has concluded that RuneScapes economy has a strong degree of similarity to the real-
world
economy,
making
it
an
important
testing
ground
in
new-school
economics.
Furthermore,
features
such
as
real
money
trade
can
give
economists
insight
on
the
future
of
crypto-currencies,
such
as
Bitcoin.
208
words
Table
of
Contents
Introduction
.................................................................................................................................................
1
Gameplay
.....................................................................................................................................................
2
Skills
and
Levels
...........................................................................................................................................
3
Combat
.........................................................................................................................................................
4
Basic
Economic
Needs
of
a
RuneScape
Player
............................................................................................
5
How
the
Average
Player
Contributes
to
the
Economy
...............................................................................
6
Analysis
........................................................................................................................................................
7
Resources
(4
basic
item
groups)
..................................................................................................................
8
Exchange
Mechanisms
.................................................................................................................................
9
Scarcity
.......................................................................................................................................................
11
Supply
and
Demand
...................................................................................................................................
13
Elasticity
.....................................................................................................................................................
14
Inelasticity
of
Basic
Item
Demand
.............................................................................................................
16
Elasticity
of
Valuable
Item
Demand
..........................................................................................................
17
Demand
Shocks
..........................................................................................................................................
18
Price
Controls
.............................................................................................................................................
19
Inflation
and
Deflation
...............................................................................................................................
20
Real
Money
Trade
......................................................................................................................................
21
Evaluation
and
Conclusion
.........................................................................................................................
23
Works
Cited
................................................................................................................................................
24
Introduction
Runescape
is
a
massively
multiplayer
online
role-playing
game
(MMORPG),
released
in
2001
by
Jagex
studios.
As
many
MMORPGs
do,
RuneScape
boasts
a
virtual
economy,
and
a
very
strong
one
at
that.
Much
like
in
the
real
world,
players
are
able
to
buy
and
sell
items
(goods)
by
using
RuneScapes
main
currency,
the
gold
coin.
As
the
border
between
the
real
and
the
virtual
begins
to
fade
in
todays
world,
economists
are
looking
at
virtual
economies
to
serve
as
a
point
of
reference
to
predict
our
economic
future.
By
analyzing
the
extent
to
which
a
virtual
economy,
such
as
RuneScapes,
is
similar
to
the
real-world
economy,
economists
will
be
able
to
deduce
what
areas
of
virtual
economies
are
good
points
of
reference
for
todays
virtual
growth.
Renowned
economists
and
virtual
analysts
from
Harvard
University
(Christopher
Thorpe),
Columbia
University
(Jessica
Hammer)
and
the
Helsinki
Institute
for
Information
Technology
(Vili
Lehdonvirta),
to
name
a
few,
have
realized
the
potential
of
these
virtual
economies
in
todays
studies
of
economics
and
are
actively
investigating
what
they
can
offer.
In
this
essay
I
will
be
investigating
the
degree
of
similarity
between
RuneScapes
economy
and
the
real-world
economy
by
individually
analyzing
observable
economic
theories
within
RuneScape
and
evaluating
how
well
they
reflect
their
real-world
counterparts.
RuneScape
1
Gameplay
Players begin by creating their own character and they are then thrown into an area where the
game
leads
the
player
through
a
tutorial
to
learn
some
of
the
basics
of
Runescape.
Players
set
their
own
goals
and
objectives
as
they
play
through
the
game
Jagex
Studios.
Players are able to train their skills, complete quests given by NPCs (non-player characters)
(with
goods
given
as
rewards
for
their
completion)
found
within
the
world
of
Gielinor,
fight
various
monsters
and
even
other
active
players.
Interaction
between
players
is
done
through
an
in-game
chat
system,
similar
to
a
large
online
chat
room,
but
messages
only
appear
from
those
in
a
realistic
proximity.
From
an
economic
standpoint,
most
goods
in
the
game
are
tied
into
the
killing
of
monsters
and
to
the
leveling
of
a
players
skills.
Skills are trainable abilities that a player can level as he progresses through the game. The game
contains
skills
such
as:
strength,
magic,
agility,
thieving
and
even
skills
like
fishing,
mining
and
cooking.
Players
get
experience
points
when
they
perform
an
action
that
involves
a
certain
skill.
For
example,
making
potions
will
give
you
experience
points
(XP)
in
the
herblore
(alchemy)
skill.
Once
you
get
enough
XP
in
a
skill,
that
skill
will
level
up.
As
the
players
level
rises,
they
will
have
access
to
the
creation
of
higher
level
items,
but
often
times,
this
will
also
require
more
expensive
materials.
In
this
case,
as
the
player
levels
up
his
herblore,
he/she
will
have
access
to
more
powerful
potions,
but
the
ingredients
for
these
will
cost
quite
a
bit
more
than
some
of
the
lower
level
potions.
All
skills
begin
at
level
1
and
are
maxed
out
at
level
99.
This
may
sound
like
an
easy
task,
but
the
XP
needed
to
proceed
to
the
next
level
scales
with
the
current
level.
To
put
this
into
perspective,
the
amount
of
XP
needed
to
get
from
level
98
to
99,
is
roughly
the
same
amount
as
the
XP
needed
to
get
from
level
1
to
75.
Getting
a
skill
to
level
99
is
not
an
easy
task
and
(depending
on
the
skill
at
hand)
can
take
multiple
months
to
accomplish.
Back
in
2001,
when
Runescape
was
first
released,
the
game
contained
a
mere
7
skills.
Today,
the
game
contains
26
unique
skills
and
new
ones
are
constantly
in
development.
With
the
introduction
of
each
new
skill,
came
the
beginning
of
a
new
economic
market
as
the
leveling
of
most
skills
require
certain
crafting
materials
which
can
be
conveniently
purchased
from
other
players
who
are
willing
and
able
to
collect
them.
Combat
Combat
is
a
core
concept
in
the
world
of
RuneScape
and
it
plays
a
crucial
part
in
its
economy.
Each
fightable
character
in
the
game,
including
your
avatar,
has
a
certain
amount
of
hit
points
and
a
character
can
only
take
a
certain
amount
of
damage
before
their
hit
points
are
reduced
to
zero,
once
this
happens,
the
character
dies
(this
is
not
permanent
for
players).
Players
are
able
to
fight
monsters
found
throughout
the
world
using
swords,
axes,
bows
and
magic,
and
each
monster
will
drop
items
(goods)
upon
death
(when
their
hit
points
reach
0).
Every
monster
in
the
game
has
certain
drops
assigned
to
them
which
all
have
a
percentage
chance
of
dropping
after
death
(those
with
lower
percentage
changes
will
naturally
be
more
expensive).
These
range
from
bones
(used
to
level
up
the
prayer
skill),
to
gold
coins
(currency),
to
armor,
weapons
and
other
useful
items.
Higher
level
monsters,
which
can
only
be
killed
by
higher
level
players,
are
more
likely
to
drop
more
valuable
items,
meaning
that
as
you
progress
through
the
game,
your
economic
contribution
will
increase
(much
like
the
transition
from
childhood
to
adulthood).
To
a
large
extent,
fightable
monsters
can
be
seen
as
one
of
RuneScapes
most
important
natural
resource.
Combat
also
has
a
set
of
skills
that
are
tied
into
it:
Attack
(accuracy),
Strength
(damage
per
hit),
Defense
(damage
mitigation)
and
Constitution
(amount
of
hit
points)
and
players
gain
experience
in
these
by
fighting,
thus
raising
their
combat
level.
A
higher
combat
level
allows
players
to
fight
higher-level
monsters,
which
in
turn
gives
them
the
chance
to
collect
better
drops.
Much
like
in
a
capitalist
environment,
this
gives
incentive
for
new
players
to
progress
through
the
game.
Much like in the real-world, the average RuneScape player has certain needs in order to
survive
in
the
world
RuneScape.
Surviving
is
a
risky
term
to
use
when
it
comes
to
describing
virtual
life
in
an
MMORPG
as
a
RuneScape
character
will
never
be
subject
to
natural
real
life
occurrences,
such
as
starvation,
disease
or
old-age.
To
thrive
in
Gielinor
(RuneScapes
virtual
world),
a
RuneScape
character
needs
a
few
things:
weapons
and
armor,
food/potions
(to
restore
health
points
in
battle),
and
crafting
instruments/tools/materials
to
learn
a
certain
craft(s)
or
skill(s)
(i.e.
farming,
cooking,
magic,
mining,
thieving,
etc.)
These
can
be
considered
as
the
three
building
blocks
of
RuneScapes
economy.
All
crafting
materials
can
be
extracted
from
the
world
by
any
player
and
buying
crafting
materials
is
done
simply
to
speed
up
the
process
of
leveling
up
a
skill,
such
as
buying
wooden
planks
to
level
up
a
characters
construction
rather
than
cutting
and
refining
your
own
wood.
In
some
cases,
buying
materials
is
necessary,
for
example,
if
a
player
wants
to
refine
oak
wood
into
planks,
but
does
not
have
the
woodcutting
skill
necessary
to
chop
down
oak
trees,
he
or
she
will
have
to
buy
oak
logs
from
a
player
who
has
a
high
enough
woodcutting
level.
Cosmetic
wear
also
plays
a
large
role
in
RuneScapes
economy
and
it
ranges
anywhere
from
heavy
ornate
armor
to
colorful
party
hats.
These
goods
generally
have
no
use
other
than
to
represent
achievements,
wealth
or
for
personal
aesthetic
appeal.
Nonetheless
some
of
these
items
are
extremely
expensive
and
popular,
especially
among
wealthier
and
more
experienced
players.
At the beginning of his travels, a new player will earn most of his wealth from quest rewards and
the
meager
drops
of
low-level
monsters.
The
average
player
is
likely
to
invest
this
money
solely
into
weapons
and
armor,
crafting
tools/materials
and
food/potions.
Like
a
person
with
a
low
income,
a
low-
level
player
has
little
significance
in
the
economy,
even
when
a
large
sample-set
is
observed.
The
difference
in
RunseScapes
virtual
economy
is
that
anyone
can
get
out
of
the
low
wealth
brackets
simply
by
playing
the
game
and
investing
their
time.
While progressing through the game, players will find many resources from which to collect
crafting
materials
that
are
used
to
level
up
skills.
These
items
can
be
collected
and
either
used
for
personal
skill
leveling
or
sold
at
a
profit.
This
represents
an
extremely
large
part
of
the
economy.
Many
players
will
kill
certain
monsters
(for
specific
drops)
or
collect
certain
materials
monotonously
in
order
to
make
profits.
This
is
a
very
common
job
in
RuneScape
and
at
high
levels,
players
will
kill
bosses
(extremely
strong
monsters)
to
try
to
get
expensive
drops
or
will
use
their
high
level
skills
to
collect
high
level
materials,
such
as
mining
runite
ore,
which
requires
an
impressive
level
of
85
in
the
mining
skill.
Skills,
such
as
mining,
are
usually
a
safe
and
dependable
source
of
profit
for
players,
which
is
why
having
high
level
skills
is
a
valuable
asset.
This
can
be
easily
compared
to
qualifications
in
real
life,
where
better
qualifications
suggest
better
incomes,
and
thus
better
quality
of
life.
Analysis
RuneScapes
economy
holds
many
similarities
to
the
real-world
economy,
but
also
has
its
fair
share
of
differences,
most
of
them
stemming
from
the
limited
amounts
of
time
that
gamers
can
invest
into
the
game.
There
are
certain
economic
theories
that
are
easily
observable
and
comparable
in
both
environments:
A. Resources
(4
basic
item
groups)
B. Exchange
Mechanisms
(grand
exchange
and
trading)
C. Scarcity
D. Demand
and
Supply
E. Elasticity
F. Demand
Shock
G. Price
Controls
H. Inflation
and
Deflation
I.
Exchange
Mechanisms
There
are
two
ways
to
exchange
items
between
players
in
RuneScape.
One
is
to
use
the
simple
trading
system
within
RuneScape
where
player
are
able
to
trade
directly
between
each
other.
The
players
have
complete
control
over
what
they
want
to
give
to
the
other
person
and
what
they
want
to
receive
in
return.
Trading
Window
in
RuneScape
Currently,
the
much
more
popular
method
is
to
use
the
Grand
Exchange,
which
was
only
released
in
late
2007
(before
this
the
only
way
to
exchange
items
was
to
use
RuneScapes
trading
system).
Grand
Exchange
Window
in
Runescape
Similar to the stock market, The Grand Exchange (GE) is a large scale trading system where
buyers
and
sellers
do
not
have
to
meet
each
other
in
order
to
buy
and
sell
goods.
In
the
GE,
bartering
is
not
supported
and
the
only
way
to
conduct
trades
is
by
using
the
in-game
currency,
gold
pieces
(GP).
Once
an
item
is
bought
or
sold,
the
buyer
or
seller
can
collect
their
item/money
right
there
at
the
GE.
The
GE
greatly
stimulated
RuneScapes
economy
and
turned
it
into
a
true
powerhouse.
10
Scarcity
Scarcity
is
one
of
the
most
elementary
economic
concepts,
but
is
still
the
center
of
basic
economic
debate.
In
real-world
economics,
scarcity
can
be
defined
as:
The
basic
economic
problem
that
arises
because
people
have
unlimited
wants
but
resources
are
limited.1
In
RuneScape,
scarcity
functions
rather
differently.
Since
RuneScape
is
a
virtual
world
composed
of
virtual
resources
and
virtual
wants
and
needs,
there
is
an
infinite
supply
of
resources
when
an
infinite
amount
of
time
to
gather
them
is
considered.
So
what
makes
a
scarce
resource
scarce?
Well,
for
most
people,
this
would
be
the
amount
of
time
it
takes
to
gather
a
certain
resource.
The
longer
it
takes,
the
scarcer
the
resource
because
there
will
always
be
less
of
it
on
the
market
as
players
simply
do
not
have
the
time
to
play
the
game
continuously
and
resources
can
only
be
collected
within
the
time
frame
that
a
player
chooses
to
play
the
game.
So
now
that
we
have
determined
that
there
is
no
such
thing
as
a
scarce
resource
(in
terms
of
the
conventional
definition),
we
can
define
a
different
type
of
scarcity
that
is
unique
to
virtual
economics:
time-restricted
resources.
Since
all
resources
and
commodities
come
in
infinite
amounts
in
RuneScape,
all
of
them
can
be
defined
as
time-restricted
resources,
some
more
than
others.
A
heavily
time-restricted
resource
would
be
one
that
could
take
hours
of
gameplay
in
order
to
obtain,
while
a
lightly
time-restricted
resource,
such
as
a
carrot
growing
on
the
side
of
a
dirt
road,
would
take
mere
seconds
out
of
a
players
game
time
to
collect.
This
usage
of
time-restricted
resources
is
how
videogame
developers
implement
a
notion
of
scarcity
into
their
virtual
economies.
When
looking
at
RuneScape
specifically,
one
can
argue
that
discontinued
items
directly
represent
scarcity
in
the
conventional
form.
These
items,
such
as
a
Santa
hat
that
was
only
obtainable
on
Christmas
day
of
the
year
2002,
are
now
extremely
rare
and
expensive,
owned
only
by
players
of
1
2
http://www.investopedia.com/terms/s/scarcity.asp
http://www.investopedia.com/university/economics/economics3.asp
11
extreme
wealth
or
those
who
obtained
it
whilst
the
item
was
still
available.
While
these
items
are
limited,
they
are
not
being
depleted
as
they
are
no
longer
being
collected.
12
Supply and demand in RuneScape function very similarly to the supply and demand in the real
world
economy.
Inelasticity
of
basic
item
demand,
elasticity
of
valuable
item
demand
and
even
demand
shocks
are
all
observable
phenomena
within
the
virtual
world
of
RuneScape.
http://www.investopedia.com/university/economics/economics3.asp
13
Elasticity
Elasticity
in
RuneScape
is
very
similar
to
real-world
economies.
In
economics,
elasticity
refers
the
degree
to
which
individuals
(consumers/producers)
change
their
demand/amount
supplied
in
response
to
price
or
income
changes3.
This
can
be
calculated
as:
The
elasticity
of
a
good
or
service
is
largely
dependent
on
the
amount
of
compliments
and/or
substitutes
that
it
has.
A
complement
is
A
good
or
service
that
is
used
in
conjunction
with
another
good
or
service 4.
This
means
that
the
demand
for
a
good
or
service
will
rise
if
the
price
of
its
complementary
good
falls
and
vice-versa.
For
example,
if
the
price
of
printers
increases,
the
demand
for
ink
cartridges
will
decrease
because
these
two
goods
complement
each
other.
If
the
price
of
one-handed
weapons
decreases,
the
demand
for
shields
will
increase
as
these
are
commonly
used
together
in
combat,
thus
they
complement
each
other.
On
the
other
hand,
a
substitute
is
A
product
or
service
that
satisfies
the
need
of
a
consumer
that
another
product
or
service
fulfills5.
Therefore,
when
the
price
of
a
good
or
service
increases
(meaning
demand
goes
down),
the
demand
for
its
cheaper
alternative,
or
substitute,
is
going
to
go
up.
In
terms
of
RuneScapes
economy,
this
effect
can
be
seen
in
every
basic
item
group.
When
looking
at
consumables,
if
the
prices
for
cooked
lobsters
increase,
than
the
demand
for
other
similar
foods
will
increase
because
they
nearly
identically
fulfill
the
needs
of
the
consumer.
http://www.investopedia.com/terms/e/elasticity.asp
http://www.investopedia.com/terms/c/complement.asp
5
http://www.investopedia.com/terms/s/substitute.asp
4
14
There
is
a
phenomenon
that
occurs
with
discontinued
items
which
renders
supply
perfectly
unresponsive
to
any
price
changes.
As
previously
discussed,
discontinued
items
are
items
that
are
no
longer
obtainable
in
the
game,
thus
there
is
a
set
number
of
them
in
the
game.
This
means
that
players
do
not
have
the
option
to
supply
more
or
less,
regardless
of
how
much
may
be
demanded.
We can see that on the graph, the quantity supplied stays the same no matter what the price is,
http://www.bized.co.uk/sites/bized/files/images/diagrams/small/pes_0.gif
15
7
8
http://www.investopedia.com/university/economics/economics4.asp
http://www.uri.edu/artsci/newecn/Classes/Art/INT1/Eco/S_D/Gifs/demand.inelastic.gif
16
http://www.uri.edu/artsci/newecn/Classes/Art/INT1/Eco/S_D/Gifs/demand.elastic.gif
17
Demand
Shocks
In
economics,
a
demand
shock
can
be
described
as
an:
event
that
temporarily
increases
or
decreases
demand
for
goods
or
services.10
Causes
of
demand
shocks
can
range
from
a
tax
change
all
the
way
to
a
natural
disaster.
If
a
country
suffers
an
earthquake
there
will
be
a
positive
demand
shock
for
water
and
medical
supplies.
An
addition
of
a
new
quest
or
skill
that
requires
a
specific
item(s)
can
cause
severe
demand
shocks
within
the
RuneScape
economy.
For
example,
raw
chicken
used
to
be
one
of
the
least
demanded
food
items
in
the
game.
In
2008,
the
summoning
skill
was
added
into
the
game
and
raw
chicken
an
important
crafting
material.
The
demand
for
raw
chicken
exploded
as
players
began
leveling
the
skill
and
suppliers
realized
the
profit
potential
of
collecting
and
selling
it
in
bulk.
Just
like
in
the
real
world,
this
was
temporary,
and
the
price
of
raw
chicken
has
since
stabilized,
but
these
types
of
demand
shocks
are
a
common
occurrence.
10
http://www.investopedia.com/terms/d/demandshock.asp
18
Price
Controls
Price
controls
are
Government
mandated
minimum
or
maximum
prices
that
can
be
charged
for
specified
goods11.
Governments
tend
to
implement
price
controls
only
when
necessary,
such
as
setting
price
ceilings
on
food
if
the
prices
become
too
high.
In
the
case
of
RuneScape,
the
government
is
Jagex,
the
developers
of
the
game.
In
most
cases,
price
ceilings
are
put
on
items
that
are
necessary
for
progression,
such
as
low
and
mid-level
armor.
This
is
again
comparable
to
price
ceilings
that
are
put
on
basic
necessities
in
real
life.
11
http://www.investopedia.com/terms/p/price-controls.asp
19
12
http://www.investopedia.com/exam-guide/cfp/economics-time-value/cfp6.asp
http://www.investopedia.com/exam-guide/cfp/economics-time-value/cfp6.asp
13
20
The global online game market was forecasted to be worth over $21 billion in 2012 and
14
http://www.develop-online.net/news/game-industry-worth-83bn-by-2016-research-claims/0113816
21
In 2009, the secondary market for online games was worth over $3 billion dollars and employed
nearly
400,000
people,
numbers
that
have
surely
risen
over
the
years.
These
statistics
truly
show
the
grand
scale
of
this
hidden
market
and
its
rising
importance
in
todays
virtual
world.
The purchase of in-game currency from gold-farmers is extremely similar to the idea behind
crypto-currencies,
like
Bitcoin.
By
spending
real
money,
people
are
able
to
buy
virtual
currencies.
Although
Bitcoin
is
an
officially
recognized
currency,
which
can
be
used
to
buy
many
physical
items,
it
works
very
similarly
to
the
purchases
of
virtual
in-game
money.
Thus
RMT
and
gold-farming
can
play
an
important
role
in
the
economic
studies
and
predictions
for
crypto-currencies.
22
While certain economic theories such as scarcity and deflation differ slightly from their real
world
counterparts,
RuneScapes
virtual
economy
boasts
many
economic
reproductions
when
it
comes
to
available
resources,
exchange
mechanisms,
demand
and
supply,
elasticity,
demand
shocks,
price
controls
and
inflation.
The
use
of
incentive
in
the
game,
my
making
those
who
invest
more
time
wealthier,
is
a
driving
force
in
RuneScapes
economy.
By
analyzing
these
economic
theories
and
comparing
them
to
the
real-world,
I
have
determined
that
RuneScapes
economy
shares
an
extreme
degree
of
similarity
to
the
real-world
economy.
In
addition
to
this,
RuneScape
includes
factors,
such
as
RMT,
that
are
developing
todays
world
and
can
be
important
for
further
economic
studies.
RMTs
similarities
to
crypto-currencies
like
Bitcoin
makes
it
all
the
more
intriguing
and
can
help
economists
predict
models
and
outcasts
for
these
crypto-currencies
by
analyzing
virtual
currencies
within
games
such
as
RuneScape.
Although,
virtual
economies
are
fun-based,
they
are
becoming
an
increasingly
significant
opportunity
to
improve
upon
our
economy
and
to
prepare
for
the
future
by
using
these
virtual
worlds
for
economic
experiments.
Understanding
the
virtual
worlds
and
their
economy
is
beneficial
for
both
of
the
(real)
society
and
ourselves.
(Yamaguchi,
2004).
23
Works
Cited
Bilir,
Tanla
E.
"Real
Economics
in
Virtual
Worlds:
A
Massively
Multiplayer
Online
Game
Case
Study:
Runescape."
Real
Economics
in
Virtual
Worlds:
A
Massively
Multiplayer
Online
Game
Case
Study:
Runescape.
SSRN,
25
Dec.
2009.
Web.
20
Nov.
2013.
<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1655084>.
Castronova,
Edward.
"On
Virtual
Economies."
By
Edward
Castronova.
SSRN,
July
2002.
Web.
20
Nov.
2013.
<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=338500>.
Hsu,
Jeremy.
"Virtual
Economy
Is
Cash
Cow
for
Developing
World."
Msnbc.com.
NBC
News,
14
Apr.
2011.
Web.
02
Sept.
2014.
Lehdonvirla,
Vili,
Dr.,
and
Mirko
Ernkvist,
Dr.
Knowledge
Map
of
the
Virtual
Economy
(n.d.):
n.
pag.
Http://www.infodev.org/infodev-files/resource/InfodevDocuments_1056.pdf.
InfoDec,
Apr.
2011.
Web.
1
Oct.
2014.
Lehdonvirta,
Vili.
"Virtual
Economics:
Applying
Economics
to
the
Study
of
Game
Worlds."
By
Vili
Lehdonvirta.
SSRN,
13
Oct.
2005.
Web.
20
Nov.
2013.
<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1630302>.
Runescape.
"Wikia."
RuneScape
Wiki.
Runescape
Wikia,
20
Nov.
2013.
Web.
20
Nov.
2013.
<http://runescape.wikia.com/wiki/Economy_guide>.
Runescape.
"Wikia."
RuneScape
Wiki.
Runescape
Wikia,
20
Nov.
2013.
Web.
20
Nov.
2013.
<http://runescape.wikia.com/wiki/Grand_Exchange_Market_Watch>.
24
Thorpe,
Christopher,
Jessica
Hammer,
Jean
Camp,
Jon
Callas,
and
Mike
Bond.
Virtual
Economies:
Threats
and
Risks
(n.d.):
n.
pag.
Http://www.eecs.harvard.edu/~cat/papers/vetr.pdf.
Harvard
University,
2007.
Web.
2
Sept.
2014.
Yamaguchi,
Hiroshi.
"An
Analysis
of
Virtual
Currencies
in
Online
Games."
By
Hiroshi
Yamaguchi.
SSRN,
1
Sept.
2004.
Web.
20
Nov.
2013.
<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=544422>.
25