This blog is interested in examining some of the undesirable
notions that exist within finance, namely, bubbles and panics. On top of this
however it has been hoping to explore the opportunities that are available in
testing virtual economies to draw lessons about the real world.
Eyjolfur Guomundsson, the head economist of Eve Online has
repeatedly stated that if he was to retire he would have enough data for ten
years research. This data is detailed, accurate and complete to an astounding
detail in comparison to real world data. UDP (Universal Domestic Product) in Eve is
never estimated or revised but simply known. On top of quantitative work he is
interested in exploring more subjective ideas. Senior managers who play the
game often comment on the skills required to co-ordinate hundreds of players of
different nationalities and abilities to complete massive projects. For example,
building a single “Titan” starship will take six months if there are no delays.
Most corporations within the game also employ accounting methodology to examine
how best to invest funds, namely through the analysis of projected cash flows.
Yanis Varoufakis, head economist of Valve gaming company,
explained his motivation in researching the virtual economy came from a
frustration with modern econometrics. He was frustrated with the inability of
scientific rigour to disprove absurd statements such as “Christmas is explained
by a prior increase in the demand for toys”. His reasoning behind the inability
to run experiments on the macro-economy or even the micro-economy and “assumptions”
of ceteris paribus were simply wishful thinking. In Yanis’s announcement on
joining Valve he neatly summed up his opportunity by saying:
“In sharp contrast to our incapacity to perform truly scientific tests in “normal” economic settings, Valve’s digital economies are a marvellous test-bed for meaningful experimentation. Not only do we have a full-information set (making sampling superfluous) but, more importantly, we can change the economy’s underlying values, rules and settings, and then sit back to observe how the community responds, how relative prices change and the new behavioural patterns that evolve. An economist’s paradise indeed…”
“In sharp contrast to our incapacity to perform truly scientific tests in “normal” economic settings, Valve’s digital economies are a marvellous test-bed for meaningful experimentation. Not only do we have a full-information set (making sampling superfluous) but, more importantly, we can change the economy’s underlying values, rules and settings, and then sit back to observe how the community responds, how relative prices change and the new behavioural patterns that evolve. An economist’s paradise indeed…”
We must though be cautious before we burn all the data sets
of the real economy and begin employing everyone in the virtual world.
Economies like that of Eve make reasonable testing places because of relatively
large populations(400,000), with relatively complicated economies and where
goals are broadly similar to that of the real world. We can quickly see how this
breaks down when applied to other games. The best known online game (and one
which the author has “invested” a few thousand hours) is World of Warcraft, a
world with 12,000,000 players. The above preconditions do not hold in this
seemingly tantalising data set. For one, the world is in fact split into
hundreds of servers so that many players operate in an economy of a few hundred
rather than millions. While trade and work exists in World of Warcraft it is definitely
a secondary feature to the more popular combative element of the game.
Motivations also differ wildly; raw materials are valued far more than the
finished products they produce, a system where in the real world we would see a
baker lose money by turning wheat to bread.
Another issue is that most games developers are not
interested in economists, and in fact are mistrustful of economist’s aims.
Developers invest time and millions of dollars in creating games and are unlikely
to be pleased to see economists treat their creation as a plaything. In
response to this we can see some economists begin to develop their own games in
competition and to provide the best testing beds possible. However, what
economists may offer in scholarly thought they seem to lack in ability to
design games which attract and maintain large populations. Until the goals of
developers and economists are aligned, it is unlikely to become common practice
for them to work together.
I've tried to bring a balanced view to testing virtual
economies and though I am truly hopeful for the future we must proceed with a
word of caution. Just as we can struggle to develop accurate pictures due to
the complexity of the real world so too we can struggle because of the
simplicity of the virtual world. There are some great opportunities available
for virtual economies to support research but at this stage there are no calls
for virtual research to usurp real world investigations. As games and
developer/economists relationships develop we should see a helpful boost to
economics and finance as subjects but not a redefining.
Read Yanis’s blog here:
http://tinyurl.com/YanisVValve


