Senior Project Advisor
Online video games, Video game economies
Time and time again, economics as a discipline has been criticized, particularly heavily during times of economic fluctuations and hardship. The public sometimes expects economists to be able to predict the ebbs and flows of the economy, and to perfectly model human behavior. Even if the field had perfect equations to model human behavior, and there is significant debate within the field if such a thing is even possible, economists must often rely upon flawed data. In order to create the sort of equations that might predict the next recession, or to measure how many people are unemployed, economists must aggregate a massive amount of data that can sometimes not be fully characteristic of a population. Economics frequently deals with the problems of having to collect often ambiguous data, from sometimes less than reliable sources, which may lead then to having models that lack predictive power. This often leads to frustration from both economists and the masses, who understandably get irritated about models that don't appear to accurately reflect the real world. However, some in the field have begun to recognize a potential new avenue for the aggregation of data and the facilitation of representative experiments.
Greenfield, Eli, "Economic Simulus: Online Economies, Virtual Currencies, and Their Relevancy to the Real World" (2013). WWU Honors Program Senior Projects. 165.
Subjects - Topical (LCSH)
Video games--Economic aspects; Digital currency; Economics
student projects; term papers
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