handmade jewelry pendants wholesale Economics of online games: How did the value of virtual items be determined?

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2 thoughts on “handmade jewelry pendants wholesale Economics of online games: How did the value of virtual items be determined?”

  1. treasure brand wholesale jewelry The source of interest is not to say how interesting this problem itself, but the practitioners found that there are serious problems here. To what extent? It may cause a product to collapse. "Inflation", "Players have accumulated too much, and they can't consume", "Players in professional money players impact the game economy system", "increase the drop rate of items, the number of people declines", "brush money vulnerability" ... so, etc., etc. If you have experienced the operation of large online games, these problems will be more or less encountered. ——What, you haven't touched one? That's really congratulations. And no matter what the actual reasons for these problems, at least it looks related to the economy. Why is this? As a game planning, my career experience has not been long, and I have not experienced the stage of stand -alone game production, but I think that in the face of this problem, even the old revolution will be difficult. Because economic issues (at least before online games) have never been a problem in the field of game design. The focus of game design is always how to get "experience", how players play, how to win and how to dress themselves, etc.; economics has no great interest in this, its focus is "value", that is, why this thing is valuable or valuable or Not worth it? Some people will oppose this view. Because many stand -alone games also have experiences such as virtual gold coins and items, some role -playing games or pure simulation games with simulated nature have become important parts or subjects of the game. A field of research. However, I think this should be regarded as a "strategy" for the game. Its core is how the individual obtains the optimal solution is very different from the economic problems we said. The basis of the economy lies in the existence of transactions (the circulation of items), so there is no economic system for stand -alone games (networking games with a scale of more than a dozen people). So before, we also picked money from the monster in a stand -alone RPG. You can also buy props from the store. Sometimes you even feel that there are more money or less money. What is this? ——I think this is part of the RPG growth system. When will you give you how much gold coins to reward your victory and provide your resources to challenge the next level, which is actually not much different from the level design. If you design well, you will feel that the money of this game is "useful" and "just right" -the is not too much or too little. Because this kind of thing is called "gold coin" or "silver", it will cause such a misunderstanding due to the relationship between actual experience, thinking that this is a virtual "general equivalent". This concept is introduced into the online game, and the problem is. Because in the essence of virtual gold coins, it is just the achievement of another player, which is no different from other exchanges. But other virtual items are usually used to mark the price (whether it is for game planning and players). [A conclusion is that there is no real inflation in the game world. The virtual currency depreciation in the game is that the actual situation is that the virtual items of "virtual gold coins" are becoming more. But whether it is "real" is not important. The actual situation is that players have found that the value in their hands has shrunk. This is unacceptable. ] "Declars depreciation" means that there are so many as much as it is. When I was a kid, I always wanted to understand a question. Why is the same thing sometimes expensive and sometimes cheap. Where did the money made through this difference? Similarly, where did you go? In the final analysis, how is the value of items (whether it is virtual) to be determined? The political book of middle schools lists Marx's political economy, and the value of goods is determined by the necessary labor time of the commodity commodity. Later, I discovered that this conclusion has a great problem (in fact, the cost of social necessary labor only determines the cost of the product). According to the point of view of traditional economics, the value is determined by two aspects: one is the value of use, and the other is the value of circulation. Use this to set online games, a certain equipment A attack 5, this is the value of use; the other is equipped with B 10, B uses a high value than A; the value of circulation is that there is a demand for equipment A in the market. Someone buy it and someone sells. The price of the last transaction of an item is determined by demand. Compared with the real world, the game world has the following two common situations: First, compared to the real world, the acceleration of a single character to create virtual value (note that acceleration rather than speed) is usually dozens of times in the real world. This Because the core of RPG is based on growth and achievement, players must see their ability to improve. ——Ad addition, the design is not wrong. ——The virtual products of this world were created at a fast speed and faster and faster. Second, following the growth, players' demand for virtual products is likely not to expand, but constantly shrinking. This reduction package is expanded, one is reduced, and one is the narrow of demand. The latter is even more serious. Why is this? The main reason is that most of the virtual items have become very low in their use value. For example, I am a 60 -level Warcraft player, and I am only interested in T2 or higher sets. In my opinion, this has constituted the main problem of the depreciation of the so -called virtual items. As a subject, he is playing in the game, so you can see that on the one hand, his ability to create virtual items is constantly improving; on the other hand, his demand for (entire) virtual products is actually constantly cutting. Then, for the market, supply is increasing, but demand is shrinking. Players will find that the items on their hands are getting cheaper. What's more, the value created by low -level players will also be compressed due to the improvement of senior players' ability. It sounds like not particularly complicated? But in fact, these simple conclusions have been able to guide many specific designs. This article is only to ask questions. In the face of the same problem, there are actually different ways to solve it. So, what's a good way?

  2. jewelry wholesale in dallas tx Virtual things are like items in online games

    . The reason why it has a price can be used in the game and satisfies people's desires. Games are the rules that people do not have to follow in real life. Do the others. Those virtual things help people do these things, satisfy people's hearts of fighting and better psychology. This virtual thing realizes its use value, so it has its own value and has its own price.

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