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Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier

Citations

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Cited by:

  1. Kanis Saengchote & Voraprapa Nakavachara & Yishuang Xu, 2023. "Capitalising the Network Externalities of New Land Supply in the Metaverse," PIER Discussion Papers 203, Puey Ungphakorn Institute for Economic Research.
  2. Andreas Nicklisch & Tobias Salz, 2008. "Reciprocity and status in a virtual field experiment," Discussion Paper Series of the Max Planck Institute for Research on Collective Goods 2008_37, Max Planck Institute for Research on Collective Goods.
  3. Karol Borowiecki & Juan Prieto-Rodriguez, 2015. "Video games playing: A substitute for cultural consumptions?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
  4. Nenad Živić & Igor Andjelković & Tolga Özden & Milovan Dekić & Edward Castronova, 2017. "Results of a massive experiment on virtual currency endowments and money demand," PLOS ONE, Public Library of Science, vol. 12(10), pages 1-14, October.
  5. Edward Castronova, 2003. "The Price of "Man" and "Woman": A Hedonic Pricing Model of Avatar Attributes in a Synthetic World," CESifo Working Paper Series 957, CESifo.
  6. Carl Mildenberger, 2015. "Virtual world order: the economics and organizations of virtual pirates," Public Choice, Springer, vol. 164(3), pages 401-421, September.
  7. Ian Graham Ronald Shaw & Barney Warf, 2009. "Worlds of Affect: Virtual Geographies of Video Games," Environment and Planning A, , vol. 41(6), pages 1332-1343, June.
  8. Edward Castronova, 2008. "A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science," CESifo Working Paper Series 2355, CESifo.
  9. Yang, Yan-Hong & Xie, Wen-Jie & Li, Ming-Xia & Jiang, Zhi-Qiang & Zhou, Wei-Xing, 2017. "Statistical properties of user activity fluctuations in virtual worlds," Chaos, Solitons & Fractals, Elsevier, vol. 105(C), pages 271-278.
  10. Qiu-Hong Wang & Viktor Mayer-Schönberger & Xue Yang, 2013. "The determinants of monetary value of virtual goods: An empirical study for a cross-section of MMORPGs," Information Systems Frontiers, Springer, vol. 15(3), pages 481-495, July.
  11. Vidal-Tomás, David, 2023. "The illusion of the metaverse and meta-economy," International Review of Financial Analysis, Elsevier, vol. 86(C).
  12. Borowiecki, Karol J. & Bakhshi, Hasan, 2018. "Did you really take a hit? Understanding how video games playing affects individuals," Research in Economics, Elsevier, vol. 72(2), pages 313-326.
  13. Borowiecki, Karol J. & Bakshi, Hasan, 2017. "Video games as cultural participation: understanding games playing in England using the Taking Part survey," Discussion Papers on Economics 5/2017, University of Southern Denmark, Department of Economics.
  14. Olivier Hueber, 2011. "Innovation in virtual social networks: the widespread of new electronic currencies and the emergence of a new category of entrepreneurs," International Journal of Transitions and Innovation Systems, Inderscience Enterprises Ltd, vol. 1(2), pages 163-174.
  15. Fiedler, Marina & Haruvy, Ernan & Li, Sherry Xin, 2011. "Social distance in a virtual world experiment," Games and Economic Behavior, Elsevier, vol. 72(2), pages 400-426, June.
  16. Sascha Fullbrunn & Katharina Richwien & Abdolkarim Sadrieh, 2011. "Trust and Trustworthiness in Anonymous Virtual Worlds," Journal of Media Economics, Taylor & Francis Journals, vol. 24(1), pages 48-63.
  17. Fiedler, Marina & Haruvy, Ernan, 2009. "The lab versus the virtual lab and virtual field--An experimental investigation of trust games with communication," Journal of Economic Behavior & Organization, Elsevier, vol. 72(2), pages 716-724, November.
  18. Michael Morrison & Matías Fontenla, 2013. "Price convergence in an online virtual world," Empirical Economics, Springer, vol. 44(3), pages 1053-1064, June.
  19. Kanis Saengchote & Voraprapa Nakavachara & Yishuang Xu, 2023. "Capitalising the Network Externalities of New Land Supply in the Metaverse," Papers 2303.17180, arXiv.org.
  20. Edward Castronova, 2005. "On the Research Value of Large Games: Natural Experiments in Norrath and Camelot," CESifo Working Paper Series 1621, CESifo.
  21. Sousa, Yannick Ferreira De & Munro, Alistair, 2012. "Truck, barter and exchange versus the endowment effect: Virtual field experiments in an online game environment," Journal of Economic Psychology, Elsevier, vol. 33(3), pages 482-493.
  22. David Albert, 2012. "L'entreprise face aux mondes virtuels," Working Papers halshs-02401194, HAL.
  23. Mildenberger, Carl David & Pietri, Antoine, 2018. "How does size matter for military success? Evidence from virtual worlds," Journal of Economic Behavior & Organization, Elsevier, vol. 154(C), pages 137-155.
  24. Dymek, Mikolaj, 2006. "Communities build up Steam," Pink Machine Papers 26, Royal Institute of Technology, Department of Industrial Economics and Management.
  25. Justin Rex & David J. Jackson, 2009. "Window of Opportunity? Internet Gambling in Canada," Canadian Public Policy, University of Toronto Press, vol. 35(1), pages 121-137, March.
  26. Karol J. Borowiecki & Juan Prieto-Rodriguez, 2017. "The Cultural Value and Variety of Playing Video Games," ACEI Working Paper Series AWP-01-2017, Association for Cultural Economics International, revised Jan 2017.
  27. Edward Castronova, 2003. "Theory of the Avatar," CESifo Working Paper Series 863, CESifo.
  28. Edward Castronova, 2004. "The Price of Bodies: A Hedonic Pricing Model of Avatar Attributes in a Synthetic World," Kyklos, Wiley Blackwell, vol. 57(2), pages 173-196, May.
  29. Ernan Haruvy, 2011. "Challenges and Opportunities in Economics Experiments in Virtual Worlds," Southern Economic Journal, John Wiley & Sons, vol. 78(1), pages 1-5, July.
  30. Mildenberger, Carl David, 2018. "Spontaneous disorder: conflict-kindling institutions in virtual worlds," Journal of Institutional Economics, Cambridge University Press, vol. 14(5), pages 787-809, October.
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