economics

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  • Apple shifts focus from sales to quality in China

    by 
    Mike Schramm
    Mike Schramm
    01.26.2010

    There was quite a bit of discussion from Apple yesterday about their sales in China (you can see that in our liveblog from yesterday afternoon), and AppleInsider points out that Apple is changing priorities over there, from straight up sales to brand quality. Tim Cook said yesterday that Apple has activated more than 200,000 iPhones since the release in China last year, and only in relation to the iPhone can anyone think that number could have been better. Apple is behind the pack in China -- there are a significant number of competitors over there, and unlike the market in the West, multifunctional smartphones have been popular for a long time already. But Apple recognizes the potential overseas, and Cook says the company does "...realize we must do well in these markets to continue to grow." What changes can they make? Price for one -- Apple says that as a premium brand, they're going to have to tweak a little bit to fit into the lower-income middle class in China while still competing on user experience. Apple didn't say that they weren't happy with what's happening in China, but compared to other countries in Asia (Japan came out of last quarter with a 400% year-over-year growth), Apple has a little more work to do there.

  • EVE's Quarterly Economic Newsletter focuses on impact of anti-RMT operation

    by 
    James Egan
    James Egan
    11.10.2009

    One of the strengths of the sandbox game EVE Online is its player-driven economy, which developer CCP Games monitors through a small team of researchers headed up by Lead Economist Dr. Eyjólfur Guðmundsson (aka CCP Dr.EyjoG). They observe all manner of player interactions and sift through a tremendous amount of data to track how EVE Online's economy changes over time. Their findings are presented to the playerbase (or to anyone curious about virtual economies) in the form of Quarterly Economic Newsletters (QEN). CCP released the 3rd Quarter 2009 report this week, which gives us a look at player demographics and the most popular ships flown by those players. (It's interesting to note that the most popular ship in the game is now the Hulk, a mining vessel which has usurped the Raven battleship as EVE's most flown ship, while Black Ops battleships are EVE's least flown ships.) This latest QEN also gives various price indices and Market Snapshots, which chart the volumes of a number of popular items traded on the open market. CCP also shows the impact "Operation: Unholy Rage" -- their anti-RMT initiative -- has had on EVE Online's economy with over 18,000 (paying) accounts banned to date. Dr.EyjoG writes, "Unholy Rage taught us a great deal about RMT operations in EVE. We now have a much clearer picture of the extent of operations and the tools and methods they use."

  • New EVE quarterly economic newsletter

    by 
    Jon Shute
    Jon Shute
    06.09.2009

    Dr. Eyjólfur Guðmundsson from CCP has released another quarterly EVE Online economic newsletters, this time for the 1st quarter of 2009. Despite the quarterly name this is the first report since the one for Q1 2008. This time the PDF weighs in at 48 pages of editorial, graphs and images. The first graph in the document show the number of active paying accounts that the game has had from launch up until March 2009, ending shortly before the point at which CCP announced they have passed 300,000 subscribers. Interestingly although the graph shows strong growth from November 2008 onwards, which is when CCP released the Quantum Rise expansion, the actual numbers before that showed a slight decline in subscriptions that is not addressed in the commentary.There is also an extensive analysis of skill points, with the difference in the number of points in each skill point group for each race showing correlation between the race of the character and the skills trained. Interestingly Gallente characters tend to have more points in drone skills, while Caldari characters have the highest missile skills. This seems to indicate that players are following their racial ship choices for their skill training, which is not something that the game enforces. There's a lot more information in the report itself, including detail on ship prices over time, Tech 3 production for the first month and mineral trading. You can read the full document at the dev blog, and follow the comments from players on the EVE Online forums.

  • Ritz Camera closing 300 retail stores, liquidation sales start April 4th

    by 
    Ross Miller
    Ross Miller
    04.02.2009

    As part of its newfound bankrutpcy status, Ritz Camera's gearing up to close more than 300 of its around 700 brick-and-mortar stores across the US, or about 43 percent of its retail presence. Starting April 4th, the affect stores will begin liquidation sales that'll go on until -- in the words of the press release -- "everything is sold to the bare walls." Forget DSLRs, if you were needing any fancy, brick-and-mortal shelving units, now might be your chance! Hit up the read link for a PDF listing all the closing stores.

  • Study: MMOs bringing in $1.4 billion a year

    by 
    Mike Schramm
    Mike Schramm
    03.26.2009

    If America's bankers want to get back into Moneytown, apparently they could do a lot worse than designing a hit MMO -- a study by a group named Screen Digest says that the MMO market is hotter than ever. After dropping down to a total of $701 million in 2008, games like World of Warcraft are seeing their revenues rise again, up to a total of $1.4 billion. And not surprisingly, WoW is still leading the charge -- while their overall market share is dropping very slightly, from 60% of the market down to around 58%, they're still making more money than ever. And while other games are picking up some numbers, according to Screen Digest, they're not really stealing players from Azeroth -- they're actually pulling new MMO players in.Which is understandable -- during times of economic downturn, online games like MMOs are actually positioned to do very well. Why spend $15 on one night at the movies when you can spend it on a whole month of entertainment? World of Warcraft may have brought the MMO monster to the surface, but according to numbers like these, this is a game genre that's going to be extremely popular (and profitable) for a long time to come.

  • Massively interviews EVE Online Lead Economist Dr. EyjoG

    by 
    James Egan
    James Egan
    02.19.2009

    The sci-fi game EVE Online is unique amongst the other massively multiplayer online titles on the market. One major aspect of the game is that its far future setting of New Eden functions as one server, where players can build up empires -- or topple those of their rivals -- across more than 5000 solar systems. Beyond its scale, what distinguishes EVE Online from other games is that it has a player-driven virtual economy, the backbone of the game. EVE's economy has been a major draw for players interested in market and crafting sophistication generally unseen in an online game. EVE's creators, CCP Games, have fostered a setting where players can do what they want in the 'sandbox', a setting where the tools are in place for players to use as they see fit. Nearly every ship, module, and item used by a player in the game was produced by another player in New Eden at some point. Fight for military dominance and control vast regions of space, or corner the market as part of an industrial conglomerate -- it's all possible in EVE. In fact, the game's warfare and industry are very much intertwined, making EVE's virtual economy a dynamic one. Monitoring and researching this economy is important to CCP Games, and to further that goal, they've hired real world economist Dr. Eyjólfur Guðmundsson (aka CCP EyjoG). Massively recently caught up with Dr. EyjoG, who told us about his rather unique position at CCP Games, and what he's learned about virtual economies along the way.

  • MSNBC asks analysts if $60 is too steep for games

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.06.2009

    MSNBC asked several analysts -- but not a single consumer -- if game prices could retain the standard $60 next-gen price point in this worsening economy. So far, despite layoffs across the industry, game sales are up around the globe -- well, mostly. A survey by Frank Magid Associates last spring noted that only 17% of respondents would pay full price for a game at that time, so MSNBC wonders what consumers are thinking now.Signal Hill analyst Todd Greenwald reiterates his concerns about the $60 price point in the piece and analyst Colin Sebastian states he can already see price cuts accelerating on "second tier and older games." Greenwald expresses that publisher financials depend on that $60 price point -- without it, he believes, we'll see "poor quarterly earnings, layoffs and studio closures." But, wait, isn't that stuff already here? [Image]

  • Will the economic downturn hurt WoW?

    by 
    Adam Holisky
    Adam Holisky
    02.05.2009

    GamePolitcs had an interesting news brief about Michael Pachter, a financial analyst with Wedbush-Morgan, who contends that MMOs will not be impacted in the current economic downturn because the majority of people who play them are "addicts."The full interview with Pachter is available from Reuters.Besides the negative stereotypes and sweeping generalizations that come with statements like "people who play [MMOs] are addicts," Pachter does make a good point. He notes that "Losing their jobs makes them more likely to play because they have more time to play."I thought about this for a minute. If I were to lose my job here at WoW Insider, I would no doubt start looking for new employment almost immediately. I would scale back my expenses – probably get rid of cable TV (Hulu is my TV now anyways), I'd eat out less, I'd use the library more and Barnes & Noble less, and I would generally be more frugal with my spending.But I don't think I would cancel my WoW subscription.

  • The gold standard: A WoW economics course proposal

    by 
    Michael Sacco
    Michael Sacco
    01.10.2009

    If you're like me, you're ... well, you're probably incredibly handsome and charming. But you're also probably interested in WoW's economy, given that it's the biggest and most involved metagame in WoW and a fascinating microcosm of a free-market economy.I personally think that the how and why of WoW's economy is worth a deep look, and it appears there are a lot of people who agree with me--even some academics. It might even be worth just as much as any other book-learnin'.At least, that's the basis of David Friedman's World of Warcraft economics course proposal. Friedman is an academic economist from San Jose, CA who's assembled this article as a think-tank for what a WoW economics course would entail if you had to fill it with a semester's worth of content. There's a lot of neat stuff in here, talking about relative prices of ore based on character level and rarity of ore and supply/demand, but he also asks for your input as to possible course material, which I'm sure you could gladly provide in the comments section of his page.Good idea with sound academic basis, or another in the long list of high falootin' academia's attempts to justify playing WoW on the government's dime? WE REPORT. YOU DECIDE.

  • Game revenue taxation begins spread to Sweden and South Korea

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.12.2008

    They always say the two things you can't avoid in life are death and taxes. Yet, being an MMO player, death always just seems to be a part of life. And now, governments around the world are beginning to become interested in putting in the other unavoidable part of life in our gaming experience -- as if we had enough of death.As in-game transactions and RMT are beginning to become major boons to business the government is getting interested. And, of course, like any good government, they want their share. China was only the first, now Sweden and South Korea are interested in getting their tax laws straight as well.Taxing game transactions, however, isn't as easy as making laws that tax a physical currency. There's the issues of relative value, constantly diminishing returns as more money flows into virtual economies without enough monetary sinks in the game, and the whole issue if the game goes out of business.We tend to believe that worlds like this should avoid colliding, but it seems that as we begin to mesh our virtual currencies and begin to value them as much as our real world ones, paths like these seem inevitable.

  • China's virtual goods taxation sparks price increases and controversy

    by 
    James Egan
    James Egan
    11.19.2008

    China's State Administration of Taxation recently imposed a 20 percent income tax rate on profits made from virtual currency and virtual items, sparking price increases for virtual goods. While this tax rate (if actually enforced) clearly impacts the virtual space, it also affects transactions happening outside of MMO servers and virtual world grids. The taxation policy could ultimately extend to the virtual currencies linked to the largest IM providers in China such as Tencent, drastically increasing the percentage of the population affected by the new laws. Despite this, the positive benefits of eliminating gray and black markets for virtual items and currency may outweigh the drawbacks for gamers and users of the various digital services in China. Questions remain about what will and will not be taxed in the virtual space, but it's clear that individuals who gain virtual income are expected to declare their profits and pay taxes on this, and do so within seven days of having earned the profit, according to Shanghai Daily.Taxpayers who can provide proof of the value of this property or the value of the transaction are taxed at 20 percent on their profits, while those who cannot provide sufficient verification are taxed at three percent of the total transaction value. But how many people are affected by this new system?

  • Making/Money: EVE Economic Review Reviewed

    by 
    Alexis Kassan
    Alexis Kassan
    11.17.2008

    Each quarter, the economist over at EVE Online, Dr. Eyjolfur Gudmondsson (there are supposed to be accent marks in there but I can't figure out how to make them appear), writes up a review of the in-game economy. There has been a noticeable lag in times past between the schedule for these quarterly newsletters and when they were actually distributed. October saw the release of the Quarterly Economic Newsletter for Q1 of this year and the promise of QENs for quarters 2 and 3 to follow in November and December, respectively. Today, we'll take a look through what Dr. Gundmondsson has to say about the economy from January to March. I do encourage you to look through the PDF of the QEN for yourself ... and just ignore that they talk about June 2008 in future tense.

  • Establishing trust in EVE's player-run financial institutions

    by 
    James Egan
    James Egan
    11.07.2008

    The player-driven economy of EVE Online is very much a playground for those interested in being financiers, traders, or whatever variant of corporate tycoon their greedy little hearts desire in the virtual space. EVE is a far cry from most MMOs in that its market isn't manned by NPC vendors, it's almost entirely player driven and remains dynamic due to the fact that EVE is a single-world game, where all player interactions can conceivably affect the game's economy. For some players, EVE's economics is where they immerse themselves. Indeed, in some cases it's even where they PvP with their rivals in price wars and market manipulations. To them, the market is where they live and breathe, just as much as lowsec is the ideal environment for many pirates, and lawless 0.0 space is where players interested in large-scale alliance warfare feel at home. While EVE doesn't officially support a stock market or banking institutions, the sandbox approach CCP Games took to the game has allowed players to establish their own financial ventures in-game. However, without safeguards put in place by CCP Games, and with New Eden being a place where players can act as they wish, there's always the risk of embezzlement in any large-scale, player-driven financial institution. While it doesn't happen as often as most assume, there have been incidents like the EVE Intergalactic Bank (EIB) scam that have eroded investor confidence in such ventures. Fortunately, not all players are daunted by this, both in terms of those with a vision to establish a financial venture and the investors they rely upon. One such visionary in New Eden is "Ricdic", Founder and Managing Director of EBANK.

  • China legislates 20% tax rate on virtual currency profits

    by 
    James Egan
    James Egan
    11.03.2008

    While much of the world's gold farming activity is based in mainland China, the black market industry operates in violation of the law. Despite this, a large part of the problem in curbing illegal activities in China is that there's a substantial divide between what the law states is illegal and the actual enforcement of those laws. This may well be the case with the law passed last week by China's State Administration of Taxation, which will impose a personal income tax rate of 20% on profits made from virtual currency.Juliet Ye at The Wall Street Journal's "China Journal" blog reports: "The policy would cover China's legions of online gamers, who can use online virtual currency to buy better equipment and new powers for their online warriors. But it also affects millions of others who use virtual currencies on instant-messaging services and Web portals." The widespread use of virtual currencies in China spurred last year's restrictions on exchanging virtual currency into RMB. If the new law becomes a reality rather than a technicality in the lives of China's internet users, it will be a substantial change in virtual economics in the country.

  • Reggie: Wii production up; holiday supply might not meet demand ... again

    by 
    Ross Miller
    Ross Miller
    10.27.2008

    So sayeth the immortal Pete Burns, "You spin me right round baby, right now, like a record baby, round, round, round, round." In an interview with Los Angeles Times, Nintendo of America President Reggie Fils-Aime has hinted that, yet again, the supply for the Nintendo Wii might not meet the demand this holiday. The Regginator (a nickname noted in the article) said that production is up 33% over last year, from 1.6 million consoles per month to 2.4 million. We've talked about Wii shortages once or twice before. "One of our competitors' projects," he said (we're thinking he meant Sony), "they will sell 10 million consoles worldwide this year. For us, that's three months of production." By his numbers, it would actually be closer to four months, but when you're dealing with multiples of infinity all day long, math tends to get a little fuzzy. We still find it hard to believe that there's still potential shortages after 708 days, but the sales numbers seem to suggest scholars will need to create a new number system for sales calculations.

  • Real world economic impact on MMOs and virtual worlds?

    by 
    James Egan
    James Egan
    10.15.2008

    Given the drastic real world economic shifts of late, is it unreasonable to assume that there will be repercussions in virtual worlds and MMOs? That's the gist of a question posed by CBBC, a longtime commentator at the Terra Nova blog, but specifically he asks: "What now for virtual economies? What happens to EVE now that Iceland's economy is collapsing?... Will my WoW gold be worth more or less? Will games go under taking their value with them? Will we see a run on games the same as a run on banks?" While his questions aren't focused solely on EVE Online, and are more of a general inquiry, CCP's title is not surprisingly the main example cited by both the CBBC and Terra Nova's readers. As expected, the responses to the question are intelligent and shed some more light on how real world economics might affect MMO economies, namely that of EVE Online. Some speculate that real world issues will result in increased escapism, imbuing virtual worlds and their economies with greater significance. Others related financial scenarios that affect CCP Games and its virtual economics. If you're interested in the economies of MMOs and virtual worlds, you might want to get involved in the discussion of "Whither MMO economies?" over at Terra Nova.

  • A trader's mindset in EVE Online

    by 
    James Egan
    James Egan
    10.03.2008

    In EVE Online, it's usually the harsher side of the game that gets the most attention and has the greatest allure. Piracy, large-scale alliance warfare, and in general the dark side of EVE are what most players find interesting. But still, there are many players who engage in non-violent gameplay and find it rewarding. While hardcore PvP-ers lambast them as carebears, some corporations and individuals have attained considerable wealth and influence in the game through their own form of PvP applied to finance -- market warfare. Among the player-created corporations and alliances in EVE Online that are devoted to helping newer players attain their goals in an often complex system, EVE University and Agony Unleashed are the most prominent. However, there are other corporations in the game that help their members along the way, which are more focused in their pursuits. One such corporation is Trader's Academy, corp ticker: [TRACE], formed in 2005 and devoted to helping pilots maximize profits from trading, mining, and mission running.

  • App Store Trends: Prices race to the bottom

    by 
    Erica Sadun
    Erica Sadun
    09.26.2008

    Last spring, TUAW asked how much you would pay for iPhone software. Well, it looks like $0.99 and $1.99 are the new $39.99 and $49.99 as far as mobile distribution goes. The App Store bucked the trend of high-priced phone software and now is ratcheting those prices down even further. Developers are responding to high application supply and dwindling demand by lowering their prices across the board. As the App Store novelty wears off and consumers forget about once-"hot" items, the typical price tag continues dropping. Games that cost $9.99 at launch are almost universally $4.99 and less. Apps like Koi Pond proved that $0.99 can generate a lot of sales. Short term sales are quickly being eclipsed by long term price drops. We typically get our tips about upcoming price changes directly from developers; 148Apps has introduced a automated price drop detector. As the App Store continues to evolve from "get rich quick" to make money slowly, devs are working to find that sweet spot -- charging enough to earn a living but not so much that they aren't out-competed. Based on these downward pricing trends, I expect ad-supported apps to really start taking off soon, the way they are doing in the jailbreak world. If developers can't build their revenue stream from charging higher prices, they may turn to alternative monetizing models instead.

  • Making/Money: Conservation of Mass - Part 3

    by 
    Alexis Kassan
    Alexis Kassan
    09.26.2008

    Once more with feeling! Welcome to the third and final (planned) installment of our series on closed-resource economies in MMOs. So far, we've laid the foundation of the system and discussed how starting out, leveling up, and gaining loot could work. Today we will be exploring how crafting professions could still be possible even when the law of Conservation of Mass applies and how banking might function. There's been a lot covered so far so if you haven't already, i recommend reading the first two posts. But since I know that gets into the TLDR length, here's a very quick recap. In order to maintain a constant level of stuff in the game, new items could only generate once old items leave the game. Money would function in the same way, except that it would flow from NPCs to monsters (meaning any monies collected by NPCs would spawn as loot) in order to recirculate. There would need to be additional gold sinks (some of which we will get to in just a minute) and limits on the number of characters per server. Each server would then "age" as the average level of characters on it increased.

  • Strategy Informer interviews CCP Games about the future of EVE Online

    by 
    James Egan
    James Egan
    09.03.2008

    Gaming site Strategy Informer recently spoke with CCP Games about what the future may hold for EVE Online. The interview focused on two facets of the game: EVE's economy, and the fact that with other sci-fi MMO titles like Jumpgate Evolution on the way, EVE may face increased competition in the coming months and years. CCP's Lead Economist, Dr. Eyjólfur Guðmundsson talked with Strategy Informer about the game's economic depth, which dwarfs other titles, despite having a subscriber base that's a fraction of what Blizzard enjoys. The interview touched on the possibilities of new trade hubs being established by players over time, the scarcity of certain technologies and their increasing prices, and how the market moves in general. However, the main aspects of the game he discussed were the player-run financial services that have sprung up in EVE, what the community has come up with on its own.