Advanced search options

Advanced Search Options 🞨

Browse by author name (“Author name starts with…”).

Find ETDs with:

in
/  
in
/  
in
/  
in

Written in Published in Earliest date Latest date

Sorted by

Results per page:

You searched for subject:(RuneScape Game ). One record found.

Search Limiters

Last 2 Years | English Only

No search limiters apply to these results.

▼ Search Limiters


Georgia Tech

1. Bilir, Tanla E. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape.

Degree: MS, Literature, Communication, and Culture, 2009, Georgia Tech

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 players and the possibility of using virtual worlds as a laboratory for testing economic behavior and theory. This thesis uses a versatile methodology that includes texts, direct observation, self-reports, and other reports to investigate the research questions. Virtual economics in general and RuneScape in specific are understudied so far and this study fills a gap in the literature. The unique contributions of this thesis are: a comprehensive survey that reveals player perceptions of economics, a new equation useful for modeling money supply, and a new use of faucet-drain economy in massively multiplayer online games. The results indicate that virtual economics of RuneScape partially reflects real world economics, player perceptions of virtual and real world economy are surprisingly complex, and virtual worlds can be used to study real world economics. Game developers, players, economists, educators, researchers, and individuals who are interested in massively multiplayer online games and economy in general can benefit from this study. Advisors/Committee Members: Pearce, Celia (Committee Chair), Burnett, Rebecca (Committee Member), Do, Ellen Yi-Luen (Committee Member), Knoespel, Kenneth (Committee Member).

Subjects/Keywords: Real money trade; Real world and virtual world relationships; MMOG; MMORPG; Virtual worlds; Virtual economy; Virtual world economics; Fundamentals of economics in virtual worlds; RuneScape; RuneScape economics; Teenage economic perception; RuneScape (Game); Video games; Economics; Group games

Record DetailsSimilar RecordsGoogle PlusoneFacebookTwitterCiteULikeMendeleyreddit

APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bilir, T. E. (2009). Real economics in virtual worlds: a massively multiplayer online game case study: Runescape. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/31657

Chicago Manual of Style (16th Edition):

Bilir, Tanla E. “Real economics in virtual worlds: a massively multiplayer online game case study: Runescape.” 2009. Masters Thesis, Georgia Tech. Accessed October 16, 2019. http://hdl.handle.net/1853/31657.

MLA Handbook (7th Edition):

Bilir, Tanla E. “Real economics in virtual worlds: a massively multiplayer online game case study: Runescape.” 2009. Web. 16 Oct 2019.

Vancouver:

Bilir TE. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape. [Internet] [Masters thesis]. Georgia Tech; 2009. [cited 2019 Oct 16]. Available from: http://hdl.handle.net/1853/31657.

Council of Science Editors:

Bilir TE. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape. [Masters Thesis]. Georgia Tech; 2009. Available from: http://hdl.handle.net/1853/31657

.