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To  what  degree  is  RuneScape’s  economy  similar  to  the  real-­‐world  

economy?  

 

 

 

 

 

 

 

Student  Name:  Daniel  Petoukhov  

Session:  May  2015  

IB  Subject  of  Essay:  Economics   Supervisor  Name:  Mr.  Charles  Hawkes  

Student  Name:  Daniel  Petoukhov  

IB  Student  Number:   Word  Count:  3812  

 

 

 

             

 

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Abstract  

This   essay   will   be   responding   to   the   research   question:   “To   what   degree   is   RuneScape’s   economy   similar   to   the   real-­‐world   economy?”   It   will   be   evaluating   all   of   the   immediately   observable   economic   theories   found   in   RuneScape,   and   will   be   comparing   these   theories   to   their   real   world   counter-­‐parts.    

  The  essay  will  identify  the  basic  economic  needs  of  a  player  in  RuneScape,  and  how  the  average   player  contributes  to  its  virtual  economy.  By  identifying  these  needs  and  contributions,  the  essay  will   have   much   more   insight   on   how   each   economic   theory   works   in   this   virtual   world.   By   analyzing   everything  from  scarcity  to  inflation  and  deflation,  the  essay  will  give  an  in-­‐depth  view  of  RuneScape’s   economy.  The  goal  is  to  determine  the  comparability  of  the  two  economic  environments.  This  “virtual   economy”   gives   us   a   chance   to   observe   and   to   study   an   economy   where   nearly   all   factors   can   be   controlled   and   a   strong   degree   of   comparability   will   suggest   that   virtual   economies   can   be   a   strong   competitor  in  today’s  economic  experimentation.  

  The  essay  has  concluded  that  RuneScape’s  economy  has  a  strong  degree  of  similarity  to  the  real-­‐ world  economy,  making  it  an  important  testing  ground  in  new-­‐school  economics.  Furthermore,  features   such  as  real  money  trade  can  give  economists  insight  on  the  future  of  crypto-­‐currencies,  such  as  Bitcoin.  

208  words                

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Table  of  Contents  

Introduction  ...  1  

Gameplay  ...  2  

Skills  and  Levels  ...  3  

Combat  ...  4  

Basic  Economic  Needs  of  a  RuneScape  Player  ...  5  

How  the  Average  Player  Contributes  to  the  Economy  ...  6  

Analysis  ...  7  

Resources  (4  basic  item  groups)  ...  8  

Exchange  Mechanisms  ...  9  

Scarcity  ...  11  

Supply  and  Demand  ...  13  

Elasticity  ...  14  

Inelasticity  of  Basic  Item  Demand  ...  16  

Elasticity  of  Valuable  Item  Demand  ...  17  

Demand  Shocks  ...  18  

Price  Controls  ...  19  

Inflation  and  Deflation  ...  20  

Real  Money  Trade  ...  21  

Evaluation  and  Conclusion  ...  23  

Works  Cited  ...  24    

 

 

 

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Introduction

 

 

Runescape  is  a  massively  multiplayer  online  role-­‐playing  game  (MMORPG),  released  in  2001  by   Jagex  studios.  As  many  MMORPG’s  do,  RuneScape  boasts  a  virtual  economy,  and  a  very  strong  one  at   that.  Much  like  in  the  real  world,  players  are  able  to  buy  and  sell  items  (goods)  by  using  RuneScape’s   main  currency,  the  gold  coin.  As  the  border  between  the  real  and  the  virtual  begins  to  fade  in  today’s   world,   economists   are   looking   at   virtual   economies   to   serve   as   a   point   of   reference   to   predict   our   economic  future.  By  analyzing  the  extent  to  which  a  virtual  economy,  such  as  RuneScape’s,  is  similar  to   the  real-­‐world  economy,  economists  will  be  able  to  deduce  what  areas  of  virtual  economies  are  good   points  of  reference  for  today’s  virtual  growth.  Renowned  economists  and  virtual  analysts  from  Harvard   University   (Christopher   Thorpe),   Columbia   University   (Jessica   Hammer)   and   the   Helsinki   Institute   for   Information  Technology  (Vili  Lehdonvirta),  to  name  a  few,  have  realized  the  potential  of  these  virtual   economies   in   today’s   studies   of   economics   and   are   actively   investigating   what   they   can   offer.   In   this   essay  I  will  be  investigating  the  degree  of  similarity  between  RuneScape’s  economy  and  the  real-­‐world   economy  by  individually  analyzing  observable  economic  theories  within  RuneScape  and  evaluating  how   well  they  reflect  their  real-­‐world  counterparts.    

  RuneScape  

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Gameplay

 

  Players  begin  by  creating  their  own  character  and  they  are  then  thrown  into  an  area  where  the   game  leads  the  player  through  a  tutorial  to  learn  some  of  the  basics  of  Runescape.    

“Players  set  their  own  goals  and  objectives  as  they  play  through  the  game”   –Jagex  Studios.  

  Players   are   able   to   train   their   skills,   complete   quests   given   by   NPC’s   (non-­‐player   characters)   (with   goods   given   as   rewards   for   their   completion)   found   within   the   world   of   Gielinor,   fight   various   monsters  and  even  other  active  players.  Interaction  between  players  is  done  through  an  in-­‐game  chat   system,  similar  to  a  large  online  chat  room,  but  messages  only  appear  from  those  in  a  realistic  proximity.   From  an  economic  standpoint,  most  goods  in  the  game  are  tied  into  the  killing  of  monsters  and  to  the   leveling  of  a  player’s  skills.  

 

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Skills  and  Levels

 

 

Skills  are  trainable  abilities  that  a  player  can  level  as  he  progresses  through  the  game.  The  game   contains  skills  such  as:  strength,  magic,  agility,  thieving  and  even  skills  like  fishing,  mining  and  cooking.   Players   get   experience   points   when   they   perform   an   action   that   involves   a   certain   skill.   For   example,   making  potions  will  give  you  experience  points  (XP)  in  the  herblore  (alchemy)  skill.  Once  you  get  enough   XP  in  a  skill,  that  skill  will  level  up.  As  the  player’s  level  rises,  they  will  have  access  to   the  creation  of   higher  level  items,  but  often  times,  this  will  also  require  more  expensive  materials.  In  this  case,  as  the   player  levels  up  his  herblore,  he/she  will  have  access  to  more  powerful  potions,  but  the  ingredients  for   these  will  cost  quite  a  bit  more  than  some  of  the  lower  level  potions.  All  skills  begin  at  level  1  and  are   maxed  out  at  level  99.  This  may  sound  like  an  easy  task,  but  the  XP  needed  to  proceed  to  the  next  level   scales  with  the  current  level.  To  put  this  into  perspective,  the  amount  of  XP  needed  to  get  from  level  98   to  99,  is  roughly  the  same  amount  as  the  XP  needed  to  get  from  level  1  to  75.  Getting  a  skill  to  level  99  is   not  an  easy  task  and  (depending  on  the  skill  at  hand)  can  take  multiple  months  to  accomplish.  Back  in   2001,  when  Runescape  was  first  released,  the  game  contained  a  mere  7  skills.  Today,  the  game  contains   26  unique  skills  and  new  ones  are  constantly  in  development.  With  the  introduction  of  each  new  skill,   came   the   beginning   of   a   new   economic   market   as   the   leveling   of   most   skills   require   certain   crafting   materials  which  can  be  conveniently  purchased  from  other  players  who  are  willing  and  able  to  collect   them.  

 

 

 

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Combat

 

Combat  is  a  core  concept  in  the  world  of  RuneScape  and  it  plays  a  crucial  part  in  its  economy.   Each  fightable  character  in  the  game,  including  your  avatar,  has  a  certain  amount  of  “hit  points”  and  a   character  can  only  take  a  certain  amount  of  damage  before  their  hit  points  are  reduced  to  zero,  once   this  happens,  the  character  dies  (this  is  not  permanent  for  players).  Players  are  able  to  fight  monsters   found   throughout   the   world   using   swords,   axes,   bows   and   magic,   and   each   monster   will   drop   items   (goods)   upon   death   (when   their   hit   points   reach   0).   Every   monster   in   the   game   has   certain   “drops”   assigned   to   them   which   all   have   a   percentage   chance   of   dropping   after   death   (those   with   lower   percentage   changes   will   naturally   be   more   expensive).   These   range   from   bones   (used   to   level   up   the   prayer  skill),  to  gold  coins  (currency),  to  armor,  weapons  and  other  useful  items.  Higher  level  monsters,   which  can  only  be  killed  by  higher  level  players,  are  more  likely  to  drop  more  valuable  items,  meaning   that   as   you   progress   through   the   game,   your   economic   contribution   will   increase   (much   like   the   transition   from   childhood   to   adulthood).   To   a   large   extent,   fightable   monsters   can   be   seen   as   one   of   RuneScape’s  most  important  natural  resource.  Combat  also  has  a  set  of  skills  that  are  tied  into  it:  Attack   (accuracy),   Strength   (damage   per   hit),   Defense   (damage   mitigation)   and   Constitution   (amount   of   hit   points)   and   players   gain   experience   in   these   by   fighting,   thus   raising   their   “combat   level”.   A   higher   combat   level   allows   players   to   fight   higher-­‐level   monsters,   which   in   turn   gives   them   the   chance   to   collect   better   drops.   Much   like   in   a   capitalist   environment,   this   gives   incentive   for   new   players   to   progress  through  the  game.  

 

 

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Basic  Economic  Needs  of  a  RuneScape  Player

 

  Much   like   in   the   real-­‐world,   the   average   RuneScape   player   has   certain   needs   in   order   to   “survive”  in  the  world  RuneScape.  “Surviving”  is  a  risky  term  to  use  when  it  comes  to  describing  virtual   life  in  an  MMORPG  as  a  RuneScape  character  will  never  be  subject  to  natural  real  life  occurrences,  such   as   starvation,   disease   or   old-­‐age.   To   thrive   in   Gielinor   (RuneScape’s   virtual   world),   a   RuneScape   character  needs  a  few  things:  weapons  and  armor,  food/potions  (to  restore  health  points  in  battle),  and   crafting   instruments/tools/materials   to   learn   a   certain   craft(s)   or   skill(s)   (i.e.   farming,   cooking,   magic,   mining,  thieving,  etc.)  These  can  be  considered  as  the  three  building  blocks  of  RuneScape’s  economy.  All   crafting  materials  can  be  extracted  from  the  world  by  any  player  and  buying  crafting  materials  is  done   simply   to   speed   up   the   process   of   leveling   up   a   skill,   such   as   buying   wooden   planks   to   level   up   a   character’s   construction   rather   than   cutting   and   refining   your   own   wood.   In   some   cases,   buying   materials  is  necessary,  for  example,  if  a  player  wants  to  refine  oak  wood  into  planks,  but  does  not  have   the   woodcutting   skill   necessary   to   chop   down   oak   trees,   he   or   she   will   have   to   buy   oak   logs   from   a   player  who  has  a  high  enough  woodcutting  level.  Cosmetic  wear  also  plays  a  large  role  in  RuneScape’s   economy  and  it  ranges  anywhere  from  heavy  ornate  armor  to  colorful  party  hats.  These  goods  generally   have  no  use  other  than  to  represent  achievements,  wealth  or  for  personal  aesthetic  appeal.  Nonetheless   some   of   these   items   are   extremely   expensive   and   popular,   especially   among   wealthier   and   more   experienced  players.  

     

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How  the  Average  Player  Contributes  to  the  Virtual  Economy  

 

At  the  beginning  of  his  travels,  a  new  player  will  earn  most  of  his  wealth  from  quest  rewards  and   the   meager   drops   of   low-­‐level   monsters.   The   average   player   is   likely   to   invest   this   money   solely   into   weapons  and  armor,  crafting  tools/materials  and  food/potions.  Like  a  person  with  a  low  income,  a  low-­‐ level   player   has   little   significance   in   the   economy,   even   when   a   large   sample-­‐set   is   observed.   The   difference  in  RunseScape’s  virtual  economy  is  that  anyone  can  get  out  of  the  low  wealth  brackets  simply   by  playing  the  game  and  investing  their  time.    

  While   progressing   through   the   game,   players   will   find   many   resources   from   which   to   collect   crafting   materials   that   are   used   to   level   up   skills.   These   items   can   be   collected   and   either   used   for   personal  skill  leveling  or  sold  at  a  profit.  This  represents  an  extremely  large  part  of  the  economy.  Many   players  will  kill  certain  monsters  (for  specific  drops)  or  collect  certain  materials  monotonously  in  order   to   make   profits.   This   is   a   very   common   “job”   in   RuneScape   and   at   high   levels,   players   will   kill   bosses   (extremely  strong  monsters)  to  try  to  get  expensive  drops  or  will  use  their  high  level  skills  to  collect  high   level  materials,  such  as  mining  runite  ore,  which  requires  an  impressive  level  of  85  in  the  mining  skill.   Skills,  such  as  mining,  are  usually  a  safe  and  dependable  source  of  profit  for  players,  which  is  why  having   high  level  skills  is  a  valuable  asset.  This  can  be  easily  compared  to  qualifications  in  real  life,  where  better   qualifications  suggest  better  incomes,  and  thus  better  quality  of  life.  

     

 

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Analysis  

RuneScape’s  economy  holds  many  similarities  to  the  real-­‐world  economy,  but  also  has  its  fair  share   of  differences,  most  of  them  stemming  from  the  limited  amounts  of  time  that  gamers  can  invest  into  the   game.   There   are   certain   economic   theories   that   are   easily   observable   and   comparable   in   both   environments:

 

A. Resources  (4  basic  item  groups)  

B. Exchange  Mechanisms  (grand  exchange  and  trading)   C. Scarcity  

D. Demand  and  Supply   E. Elasticity  

F. Demand  Shock   G. Price  Controls    

H. Inflation  and  Deflation   I. Real  Money  Trade  

     

 

 

 

 

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Resources  (4  basic  item  groups)  

In  the  real  world  there  are  basic  economic  pillars  that  are  made  up  of  human  necessities,  such  as   food  and  water,  and  economic  foundations,  such  as  oil.  In  RuneScape  there  are  four  main  categories  of   items:   consumables,   primary   products,   finished   items   and   discontinued   items.   Consumables   are   anything  that  has  a  limited  amount  of  uses  attached  to  it,  such  as  food  or  potions.  Much  like  in  the  real   world,  primary  products,  or  crafting  materials,  are  items  that  allow  for  the  creation  of  another  item  via  a   skill.  For  example,  ores,  which  can  be  smelted  into  metal  bars  for  further  usage.  Finished  items  are  the   final   product,   armor,   weapons,   furniture   and   even   consumables   generally   fall   into   this   category,   and   these   can   be   compared   to   cars,   clothing   or   housing.   Discontinued   items   are   items   that   are   no   longer   obtainable  by  playing  the  game  and  can  only  be  bought  from  players  who  collected  them  whilst  they   were  still  available.  This  means  that  there  is  a  set  number  of  these  items  in  the  game,  usually  making   them  extremely  expensive  and  sought  after,  much  like  famous  pieces  of  art.  These  four  categories  of   items   are   the   driving   forces   behind   RuneScape’s   vast   economy   and   virtually   all   of   the   observable   economic  theories  within  the  game  focus  on  at  least  one  of  these  groups.    

             

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Exchange  Mechanisms  

There  are  two  ways  to  exchange  items  between  players  in  RuneScape.  One  is  to  use  the  simple   trading   system   within   RuneScape   where   player   are   able   to   trade   directly   between   each   other.   The   players  have  complete  control  over  what  they  want  to  give  to  the  other  person  and  what  they  want  to   receive  in  return.    

                                   Trading  Window  in  RuneScape  

   

Currently,   the   much   more   popular   method   is   to   use   the   Grand   Exchange,   which   was   only   released   in   late   2007   (before   this   the   only   way   to   exchange   items   was   to   use   RuneScape’s   trading   system).  

                               Grand  Exchange  Window  in  Runescape  

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  Similar   to   the   stock   market,   The   Grand   Exchange   (GE)   is   a   large   scale   trading   system   where   buyers  and  sellers  do  not  have  to  meet  each  other  in  order  to  buy  and  sell  goods.  In  the  GE,  bartering  is   not  supported  and  the  only  way  to  conduct  trades  is  by  using  the  in-­‐game  currency,  gold  pieces  (GP).   Once  an  item  is  bought  or  sold,  the  buyer  or  seller  can  collect  their  item/money  right  there  at  the  GE.   The  GE  greatly  stimulated  RuneScape’s  economy  and  turned  it  into  a  true  powerhouse.  

     

 

 

 

 

 

 

 

 

 

 

 

 

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Scarcity  

Scarcity   is   one   of   the   most   elementary   economic   concepts,   but   is   still   the   center   of   basic   economic   debate.   In   real-­‐world   economics,   scarcity   can   be   defined   as:   “The   basic   economic   problem   that   arises   because   people   have   unlimited   wants   but   resources   are   limited.1”   In   RuneScape,   scarcity  

functions  rather  differently.  Since  RuneScape  is  a  virtual  world  composed  of  virtual  resources  and  virtual   wants   and   needs,   there   is   an   infinite   supply   of   resources   when   an   infinite   amount   of   time   to   gather   them  is  considered.  So  what  makes  a  scarce  resource  scarce?  Well,  for  most  people,  this  would  be  the   amount   of   time   it   takes   to   gather   a   certain   resource.   The   longer   it   takes,   the   scarcer   the   resource   because  there  will  always  be  less  of  it  on  the  market  as  players  simply  do  not  have  the  time  to  play  the   game  continuously  and  resources  can  only  be  collected  within  the  time  frame  that  a  player  chooses  to   play  the  game.    

So  now  that  we  have  determined  that  there  is  no  such  thing  as  a  scarce  resource  (in  terms  of  the   conventional  definition),  we  can  define  a  different  type  of  scarcity  that  is  unique  to  virtual  economics:   “time-­‐restricted   resources”.   Since   all   resources   and   commodities   come   in   infinite   amounts   in   RuneScape,  all  of  them  can  be  defined  as  “time-­‐restricted  resources”,  some  more  than  others.  A  heavily   time-­‐restricted   resource   would   be   one   that   could   take   hours   of   gameplay   in   order   to   obtain,   while   a   lightly   time-­‐restricted   resource,   such   as   a   carrot   growing   on   the   side   of   a   dirt   road,   would   take   mere   seconds  out  of  a  player’s  game  time  to  collect.  This  usage  of  time-­‐restricted  resources  is  how  videogame   developers  implement  a  notion  of  scarcity  into  their  virtual  economies.      

When   looking   at   RuneScape   specifically,   one   can   argue   that   “discontinued   items”   directly   represent  “scarcity”  in  the  conventional  form.  These  items,  such  as  a  Santa  hat  that  was  only  obtainable   on  Christmas   day  of   the   year   2002,   are   now  extremely  rare   and  expensive,   owned   only   by   players   of  

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extreme   wealth   or   those   who   obtained   it   whilst   the   item   was   still   available.   While   these   items   are   limited,  they  are  not  being  depleted  as  they  are  no  longer  being  collected.  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Supply  and  Demand

 

Another   very   basic   concept   in   economics   is   the   idea   of   supply   and   demand.   “Demand   is   the   amount  of  a  product  people  are  willing  to  buy  at  a  certain  price.  The  law  of  demand  states  that,  if  all   other  factors  remain  equal,  the  higher  the  price  of  a  good,  the  less  people  demand  that  good.  Supply   demonstrates  the  quantities  that  will  be  sold  at  a  certain  price.  Unlike  the  law  of  demand,  the  law  of   supply  suggests  that  the  higher  the  price,  the  higher  the  quantity  supplied.  When  supply  and  demand   are  equal  (e.g.  where  the  graphical  representation  of  supply  function  and  demand  function  intersect)   the  economy  is  said  to  be  at  equilibrium.  At  this  point,  the  allocation  of  goods  is  at  its  most  efficient   state  because  the  amount  of  goods  being  supplied  is  exactly  the  same  as  the  amount  of  goods  being   demanded.2”  

 

  Supply  and  demand  in  RuneScape  function  very  similarly  to  the  supply  and  demand  in  the  real   world  economy.  Inelasticity  of  basic  item  demand,  elasticity  of  valuable  item  demand  and  even  demand   shocks  are  all  observable  phenomena  within  the  virtual  world  of  RuneScape.    

 

 

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Elasticity  

Elasticity  in  RuneScape  is  very  similar  to  real-­‐world  economies.  “In  economics,  elasticity  refers   the  degree  to  which  individuals  (consumers/producers)  change  their  demand/amount  supplied  in   response  to  price  or  income  changes”3.  This  can  be  calculated  as:  

 

The  elasticity  of  a  good  or  service  is  largely  dependent  on  the  amount  of  compliments  and/or   substitutes  that  it  has.    

A  complement  is  “A  good  or  service  that  is  used  in  conjunction  with  another  good  or  service”4.  

This  means  that  the  demand  for  a  good  or  service  will  rise  if  the  price  of  its  complementary  good  falls   and   vice-­‐versa.   For   example,   if   the   price   of   printers   increases,   the   demand   for   ink   cartridges   will   decrease   because   these   two   goods   complement   each   other.  If   the   price   of   one-­‐handed   weapons   decreases,  the  demand  for  shields  will  increase  as  these  are  commonly  used  together  in  combat,  thus   they  complement  each  other.        

On  the  other  hand,  a  substitute  is  “A  product  or  service  that  satisfies  the  need  of  a  consumer   that   another   product   or   service   fulfills”5.   Therefore,   when   the   price   of   a   good   or   service   increases  

(meaning  demand  goes  down),  the  demand  for  its  cheaper  alternative,  or  substitute,  is  going  to  go  up.   In  terms  of  RuneScape’s  economy,  this  effect  can  be  seen  in  every  basic  item  group.  When  looking  at   consumables,   if   the   prices   for   cooked   lobsters   increase,   than   the   demand   for   other   similar   foods   will   increase  because  they  nearly  identically  fulfill  the  needs  of  the  consumer.  

                                                                                                                         

3  http://www.investopedia.com/terms/e/elasticity.asp  

4  http://www.investopedia.com/terms/c/complement.asp  

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There   is   a   phenomenon   that   occurs   with   discontinued   items   which   renders   supply   perfectly   unresponsive  to  any  price  changes.  As  previously  discussed,  discontinued  items  are  items  that  are  no   longer  obtainable  in  the  game,  thus  there  is  a  set  number  of  them  in  the  game.  This  means  that  players   do  not  have  the  option  to  supply  more  or  less,  regardless  of  how  much  may  be  demanded.      

6  

  We  can  see  that  on  the  graph,  the  quantity  supplied  stays  the  same  no  matter  what  the  price  is,   although  generally  these  items  will  be  extremely  expensive.    

             

 

                                                                                                                         

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Inelasticity  of  basic  item  demand  

“Products  that  are  necessities  are  more  insensitive  to  price  changes  because  consumers  would   continue  buying  these  products  despite  price  increases.7”  There  are  certain  items  in  RuneScape  that  are  

constantly  in  high  demand.  These  will  be  referred  to  as  “basic  necessities”.  These  basic  necessities  fulfill  

very  basic  needs  that  players  of  all  levels  and  experience  can  use.  Because  of  the  extreme  demand  for   these  items,  a  change  in  price  has  no  significant  effect  on  their  demand.  In  real  life,  a  most  basic  but   accurate  reflection  of  this  would  be  water,  since  it  is  such  a  basic  necessity,  it  is  very  insensitive  to  price   changes.  In  RuneScape,  goods  such  as  weapons  (as  a  group  of  items),  or  any  other  previously  discussed   basic  RuneScape  necessity,  are  also  very  insensitive  to  price  changes,  as  they  are  vital  for  combat.  

8

 

 

 

 

 

 

                                                                                                                          7  http://www.investopedia.com/university/economics/economics4.asp   8  http://www.uri.edu/artsci/newecn/Classes/Art/INT1/Eco/S_D/Gifs/demand.inelastic.gif  

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Elasticity  of  Valuable  Item  Demand  

On  the  other  side  of  the  spectrum,  there  are  certain  items  which  scale  with  level.  For  example,   when  you  create  your  character  all  of  your  skills  are  at  level  1.  At  level  1  “mining”  you  may  only  wield  a   bronze  pickaxe,  but  as  you  progress  you  unlock  the  ability  to  wield  pickaxes  that  are  forged  out  of  more   reliable  metals  such  as  iron,  steel  or  the  staple  fantasy  metals  like  mithril  and  runite.  This  means  that   even  if  a  lower  level  player  was  able  to  afford  a  high  tier  pickaxe  (or  any  other  skill  dependent  item  for   that   matter)   he/she   would   not   be   able   to   use   it   without   the   proper   skill   level.   Because   of   this,   the   elasticity   of   an   item   in   RuneScape   is   based   off   three   core   concepts:   the   item’s   level   demand,   the   availability   of   compliments   and   substitutes   and   the   specific   player’s   wealth.   Much   like   in   real   life,   as   players   progress   through   the   game   and   gain   levels   in   different   skills,   their   wealth   is   also   going   to   naturally  increase.  This  means  that  higher  level  items  are  less  elastic  simply  because  the  players  who  get   the  most  utility  out  of  them  (players  of  higher  level)  will  naturally  be  wealthier.    

9

 

 

 

 

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Demand  Shocks  

In   economics,   a   demand   shock   can   be   described   as   an:  “event   that   temporarily   increases   or   decreases  demand  for  goods  or  services.”10  Causes  of  demand  shocks  can  range  from  a  tax  change  all  

the  way  to  a  natural  disaster.  If  a  country  suffers  an  earthquake  there  will  be  a  positive  demand  shock   for  water  and  medical  supplies.  

An   addition   of   a   new   quest   or   skill   that   requires   a   specific   item(s)   can   cause   severe   demand   shocks  within  the  RuneScape  economy.  For  example,  raw  chicken  used  to  be  one  of  the  least  demanded   food  items  in  the  game.  In  2008,  the  “summoning”  skill  was  added  into  the  game  and  raw  chicken  an   important  crafting  material.  The  demand  for  raw  chicken  exploded  as  players  began  leveling  the  skill  and   suppliers  realized  the  profit  potential  of  collecting  and  selling  it  in  bulk.  Just  like  in  the  real  world,  this   was  temporary,  and  the  price  of  raw  chicken  has  since  stabilized,  but  these  types  of  demand  shocks  are  

a  common  occurrence.  

 

 

 

 

 

 

 

                                                                                                                          10  http://www.investopedia.com/terms/d/demandshock.asp  

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Price  Controls  

Price  controls  are  “Government  mandated  minimum  or  maximum  prices  that  can  be  charged  for   specified  goods”11.  Governments  tend  to  implement  price  controls  only  when  necessary,  such  as  setting   price  ceilings  on  food  if  the  prices  become  too  high.  In  the  case  of  RuneScape,  the  government  is  Jagex,   the   developers   of   the   game.   In   most   cases,   price   ceilings   are   put   on   items   that   are   necessary   for   progression,  such  as  low  and  mid-­‐level  armor.  This  is  again  comparable  to  price  ceilings  that  are  put  on   basic  necessities  in  real  life.    

 

 

 

 

 

 

 

 

 

 

 

                                                                                                                         

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Inflation  and  Deflation  

“Inflation  refers  to  a  general  increase  in  the  price  of  goods  and  services”12  while  deflation  is  a   “general  decline  in  prices  often  caused  by  a  reduction  in  the  supply  of  money  or  credit”13.  Inflation  is  a   permanent  factor  in  RuneScape  as  inflationary  pressure  will  exist  as  long  as  the  game  does.  While  the   game  is  playable,  players  will  keep  amassing  wealth  as  there  is  no  set  limit  to  the  money  supply,  which   means  that  most  items  in  the  game  will  experience  a  gradual  increase  in  price  for  as  long  as  the  game   exists.   Deflation   is   not   a   common   factor   in   RuneScape’s   virtual   economy   as   there   will   never   be   a   reduction   in   the   supply   of   money.   Deflation   can   occur   after   a   demand   shock,   but   after   the   prices   re-­‐ stabilize,  they  will  continue  to  inflate.  

 

 

 

 

 

 

 

 

 

                                                                                                                          12  http://www.investopedia.com/exam-­‐guide/cfp/economics-­‐time-­‐value/cfp6.asp   13  http://www.investopedia.com/exam-­‐guide/cfp/economics-­‐time-­‐value/cfp6.asp  

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Real  Money  Trade  

Real  money  trade  (RMT)  is  the  sale  of  virtual  in-­‐game  currency,  items  or  high-­‐level  characters  for   real  money,  it  is  also  known  as  a  virtual  economy’s  “secondary  market”.  This  has  always  been  a  big  part   of  MMORPG’s  and  is  where  a  virtual  economy  branches  into  the  real  economy.  RMT  activity  generally   consists  of  “gold-­‐farmers”  and  “power-­‐levelers”,  both  of  which  are  players  offering  services  where  they   essentially   invest   time   into   the   game   on   someone   else’s   behalf.   Players   consistently   show   the   will   to   purchase  these  services  as  to  not  spend  the  time  and  effort  themselves.  To  understand  the  scope  of  this   industry,  we  can  first  look  at  how  much  the  global  online  game  market  is  worth.  

    The   global   online   game   market   was   forecasted   to   be   worth   over   $21   billion   in   2012   and   according  to  Digi-­‐Capital,  will  be  worth  48  billion  by  2016.14    

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    In  2009,  the  secondary  market  for  online  games  was  worth  over  $3  billion  dollars  and  employed   nearly  400,000  people,  numbers  that  have  surely  risen  over  the  years.  These  statistics  truly  show  the   grand  scale  of  this  hidden  market  and  its  rising  importance  in  today’s  virtual  world.  

  The  purchase  of  in-­‐game  currency  from  “gold-­‐farmers”  is  extremely  similar  to  the  idea  behind   crypto-­‐currencies,   like   Bitcoin.   By   spending   real   money,   people   are   able   to   buy   virtual   currencies.   Although  Bitcoin  is  an  officially  recognized  currency,  which  can  be  used  to  buy  many  physical  items,  it   works  very  similarly  to  the  purchases  of  virtual  in-­‐game  money.  Thus  RMT  and  “gold-­‐farming”  can  play   an  important  role  in  the  economic  studies  and  predictions  for  crypto-­‐currencies.  

 

 

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Evaluation  and  Conclusion  

 

While   certain   economic   theories   such   as   scarcity   and   deflation   differ   slightly   from   their   real   world  counterparts,  RuneScape’s  virtual  economy  boasts  many  economic  reproductions  when  it  comes   to   available   resources,   exchange   mechanisms,   demand   and   supply,   elasticity,   demand   shocks,   price   controls   and   inflation.   The   use   of   incentive   in   the   game,   my   making   those   who   invest   more   time   wealthier,   is   a   driving   force   in   RuneScape’s   economy.   By   analyzing   these   economic   theories   and   comparing   them   to   the   real-­‐world,   I   have   determined   that   RuneScape’s   economy   shares   an   extreme   degree  of  similarity  to  the  real-­‐world  economy.  In  addition  to  this,  RuneScape  includes  factors,  such  as   RMT,   that   are   developing   today’s   world   and   can   be   important   for   further   economic   studies.   RMT’s   similarities   to   crypto-­‐currencies   like   Bitcoin   makes   it   all   the   more   intriguing   and   can   help   economists   predict   models   and   outcasts   for   these   crypto-­‐currencies   by   analyzing   virtual   currencies   within   games   such   as   RuneScape.   Although,   virtual   economies   are   “fun-­‐based”,   they   are   becoming   an   increasingly   significant   opportunity   to   improve   upon   our   economy   and   to   prepare   for   the   future   by   using   these   virtual   worlds   for   economic   experiments.   “Understanding   the   virtual   worlds   and   their   economy   is   beneficial  for  both  of  the  (real)  society  and  ourselves.”  (Yamaguchi,  2004).    

 

 

 

 

 

 

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Works  Cited  

Bilir,  Tanla  E.  "Real  Economics  in  Virtual  Worlds:  A  Massively  Multiplayer  Online  Game  Case  

Study:  Runescape."  Real  Economics  in  Virtual  Worlds:  A  Massively  Multiplayer  Online  

Game  Case  Study:  Runescape.  SSRN,  25  Dec.  2009.  Web.  20  Nov.  2013.  

<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1655084>.

 

Castronova,  Edward.  "On  Virtual  Economies."  By  Edward  Castronova.  SSRN,  July  2002.  Web.  20  

Nov.  2013.  <http://papers.ssrn.com/sol3/papers.cfm?abstract_id=338500>.

 

Hsu,  Jeremy.  "Virtual  Economy  Is  Cash  Cow  for  Developing  World."  Msnbc.com.  NBC  News,  14  

Apr.  2011.  Web.  02  Sept.  2014.

 

Lehdonvirla,  Vili,  Dr.,  and  Mirko  Ernkvist,  Dr.  Knowledge  Map  of  the  Virtual  Economy  (n.d.):  n.  

pag.  Http://www.infodev.org/infodev-­‐files/resource/InfodevDocuments_1056.pdf.  

InfoDec,  Apr.  2011.  Web.  1  Oct.  2014.

 

Lehdonvirta,  Vili.  "Virtual  Economics:  Applying  Economics  to  the  Study  of  Game  Worlds."  By  Vili  

Lehdonvirta.  SSRN,  13  Oct.  2005.  Web.  20  Nov.  2013.  

<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1630302>.

 

Runescape.  "Wikia."  RuneScape  Wiki.  Runescape  Wikia,  20  Nov.  2013.  Web.  20  Nov.  2013.  

<http://runescape.wikia.com/wiki/Economy_guide>.

 

Runescape.  "Wikia."  RuneScape  Wiki.  Runescape  Wikia,  20  Nov.  2013.  Web.  20  Nov.  2013.  

<http://runescape.wikia.com/wiki/Grand_Exchange_Market_Watch>.

 

 

 

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Thorpe,  Christopher,  Jessica  Hammer,  Jean  Camp,  Jon  Callas,  and  Mike  Bond.  Virtual  

Economies:  Threats  and  Risks  (n.d.):  n.  pag.  

Http://www.eecs.harvard.edu/~cat/papers/vetr.pdf.  Harvard  University,  2007.  Web.  

2  Sept.  2014.

 

Yamaguchi,  Hiroshi.  "An  Analysis  of  Virtual  Currencies  in  Online  Games."  By  Hiroshi  Yamaguchi.  

SSRN,  1  Sept.  2004.  Web.  20  Nov.  2013.  

<http://papers.ssrn.com/sol3/papers.cfm?abstract_id=544422>.

   

References

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