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Showing 1 to 4 of 4 for “"Virtual economy"”.

  1. Users' understandings of the virtual economy in social virtual worlds: consumption and entrepreneurship of virtual goods

    Social virtual worlds (SVWs) such as Second Life have gained immense popularity during the last decade. Their popularity is reflected in the explosive growth of the in-world economy, which is mainly supported by users’ consumption of virtual goods and entrepreneurial behavior. Users’ economic …

    lsu-thes Repository record for Users' understandings of the virtual economy in social virtual worlds: consumption and entrepreneurship of virtual goods (opens in a new tab)

  2. VAT consequences of digitised products

    … Added Tax Act which is based on the physical economy, be flexible enough to embrace the virtual economy?' In order to answer this question, the VAT Act and the Organisation for Economic Corporation and Development (OECD) principles will be critically analysed. Since digitised products are …

    cape-town Repository record for VAT consequences of digitised products (opens in a new tab)

  3. Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft

    … capitalist fairytale that is recreated in the virtual economy and gaming ludology, I briefly discuss “gold farming” and how this real world aspect of WoW bridges the Oriental ideology in both real and virtual spaces, as both spaces benefit from this process. Focusing specifically on the recent …

    ohiolink Repository record for Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft (opens in a new tab)

  4. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape

    This thesis explores economic aspects of virtual worlds by focusing on a specific massively multiplayer online role-playing game, RuneScape. In particular, it examines the similarities and differences between the virtual economics and real world economics, the economic understanding of RuneScape …

    gatech Repository record for Real economics in virtual worlds: a massively multiplayer online game case study: Runescape (opens in a new tab)