Ekonomia wirtualnych światów – tendencje rozwoju
The economy of virtual worlds – trend of development
Author(s): Ewa Badzińska, Jakub RyfaSubject(s): Economy
Published by: Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Keywords: virtual world; mass games; economy
Summary/Abstract: Dynamic development of new telecommunication and information technology has contributed to substantial popularization of mass games played in a hypermedia environment. The scale of the phenomenon, as well as the number of transactions involving the sale of virtual goods, is a proof that games in cyberspace can generate a totally real income, and virtual goods represent real value. The aim of this study is to identify a virtual game world as a new interactive medium and a new place for conducting business, which brings tangible economic benefits. Due to the wide range of economic phenomena of virtual worlds, the analysis was restricted to currency and financial transactions within the game world. This paper is of a research and analytical character and can form a stimulus to undertake empirical research.
Journal: Prace Naukowe Uniwersytetu Ekonomicznego we Wrocławiu
- Issue Year: 2013
- Issue No: 305
- Page Range: 24-36
- Page Count: 13
- Language: Polish