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The Aspatial Economics of Virtual Worlds

Bibliographic Data

ID19544529
AuthorsEdward Heath Robinson (corresponding author)
Year2014
Volume7
Issue1
Publication date2014-01-19
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Virtual Worlds Research (JOURNAL)
Journal identifiersISSN: 1941-8477 • E-ISSN: 1941-8477
PublisherVirtual Worlds Institute, Inc (PUBLISHER)
DOI10.4101/jvwr.v7i1.7088
OpenAlexW2305096547
LanguageEN
Citations received1
References cited12

This article compares and contrasts the economic geography of the physical world with that of virtual worlds, with an analytical focus on the spatial (and aspatial) characteristics of Blizzard Entertainment’s Diablo II (released in 2000) and its massively multiplayer online roleplaying game World of Warcraft (released in 2004). The purpose of this article is to show that although virtual worlds are not immune to aspatial economic laws, geographic constraints on economic interaction in virtual worlds are optional inclusions. Virtual world designers can manage the inclusion, disinclusion, and degree of emphasis on space and place in order to carefully craft a specific user experience. Hence, even though virtual worlds may provide the illusion of operating in a spatially bounded environment, the underlying mechanics of the world may not have spatial constraints.Nevertheless, the article concludes that there still remains a role for geographic analysis in virtual worlds, especially because, though space may be deemphasized, virtual world designers still may go to great effort to emphasize place to create the users’ experiences. Further, the study of the economics of virtual worlds may provide insight into possible future economic situations of the physical world as increasingly more physical goods become digital

Art · Craft · Data science · Entertainment · Geography · Human–computer interaction · Illusion · Metaverse · Virtual economy · Virtual reality · Visual arts · World Wide Web · Computer Science · Cultural Industries and Urban Development · Digital Games and Media · Diverse Aspects of Tourism Research · Psychology

  • A Brief History of Virtual Economy

    Open Access•Mohamed Nazir, Carrie Siu Man Lui•Journal of Virtual Worlds Research•2016

  • An Odyssey into Virtual Worlds

    Animesh Animesh, Alain Pinsonneault et al.•MIS Quarterly•2011

  • Don't Hate the Player, Hate the Game

    Lisa Nakamura•Critical Studies in Mass…•2009

  • World of Bizcraft

    Open Access•Robert Bloomfield, Robert J Bloomfield•Journal of Virtual Worlds Research•1970

  • Another Time, Another Space

    Open Access•Maria Beatrice Bittarello•Journal of Virtual Worlds Research•1970

  • World of Warcraft

    Open Access•Eli Kosminsky•Journal of Virtual Worlds Research•1970

  • China’s New Gold Farm

    Open Access•Anthony Gilmore•Journal of Virtual Worlds Research•1970

  • How Massive Multiplayer Online Games Incorporate Principles of Economics

    Open Access•By Joshua H Barnett and Leanna Archambault•TechTrends•2010

  • Coming of Age in Second Life

    Tom Boellstorff•Coming of Age in Second Life•2008

  • Being in the World (of Warcraft)

    A Golub•Anthropological Quarterly•2010

  • Blood Scythes, Festivals, Quests, and Backstories

    Open Access•Tanya Krzywinska•Games and Culture•2006

  • The Anthropology of Online Communities

    Samuel M Wilson, L C Peterson•Annual Review of Anthropology•2002

Unique citing works1
Citations per year0.1
Citation span2016 - 2016 (1)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 1

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