Play Time is an economic analysis of play in massively-multiplayer online roleplaying games (MMORPG) that I wrote back in 2004. It began as an undergraduate ‘honors thesis’, but — like most of my projects — it grew to a monstrous size and carried me away with it.
Contents
Play Time was originally written as one long and rather heterogeneous paper, but I have since revised and reorganized; it now comprises a general introduction and three separate monographs. It should be accessible to anyone who has taken a few undergraduate economics courses:
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An Introduction
Outlines the topics to be discussed and defines terminology used throughout.
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An Overview of the MMORPG Genre
Broadly describes the genre as it stood in early 2004. Most players and designers will not find this interesting.
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The Problem of Abundance in MMORPG
Identifies the wants and constraints that motivate players and developers, and shows that many definitive aspects of MMORPG design serve economic functions.
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Principles of MMORPG Asymmetric Trade
Constructs basic microeconomic models of ‘eBaying’ or ‘real-money trading’ (RMT) and fiat sale.
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References
The Play Time bibliography.