EVE: Online as a Potential Microeconomic Model

dc.contributor.authorSmith, Christopher
dc.date.accessioned2019-06-03T16:15:04Z
dc.date.available2019-06-03T16:15:04Z
dc.date.issued2017-12
dc.description.abstractEVE: Online (EVE) is a video game with one of the largest virtual economies in existence. The question reigns, can a video game economy function realistically according to microeconomic theory? To test this, I examined multiple variables for a commodity in EVE over an extended period. I found that the commodity’s price and demand acted in the same way that real-world commodity prices do. This suggests that EVE’s economy adheres to microeconomic theory. Knowing this, there are many useful applications for EVE as a tool to measure and predict microeconomic behavior and possibly even macroeconomic behavior.en_US
dc.identifier.urihttp://digital.library.wisc.edu/1793/79143
dc.language.isoen_USen_US
dc.publisherUniversity of Wisconsin-Oshkosh Office of Student Research and Creative Activityen_US
dc.relation.ispartofseriesOshkosh Scholar;Volume XII
dc.subjectMicroeconomicsen_US
dc.subjectVideo games--Social aspectsen_US
dc.titleEVE: Online as a Potential Microeconomic Modelen_US
dc.typeArticleen_US

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