Towards A Massive Multiplayer Online Business Simulation
AbstractMillions of players are participating in Massive Multiplayer Online Games (MMOGs). In addition to adventuring, socializing and exploring, MMOG players have created vibrant economies within their online virtual worlds. Enterprising players convert their virtual property into real-world currency through online auction sites. As these games have grown in popularity, business simulation researchers have been designing economic models that support many players accessing the content online. The present paper traces the convergence of these two styles of game, and identifies remaining simulation issues that need to be addressed before a Massive Multiplayer Online Business Simulation (MMOBS) becomes feasible.
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