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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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      <rdf:Seq>	<rdf:li rdf:resource="http://www.positech.co.uk/cliffsblog/2013/06/05/economic-model-strokes-beard/"/>
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	<rdf:li rdf:resource="http://tobolds.blogspot.com/2011/08/time-versus-money-in-diablo-iii.html?"/>
	<rdf:li rdf:resource="http://altdevblogaday.com/2011/07/06/predictably-irrational-game-design/"/>
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  </channel><item rdf:about="http://www.positech.co.uk/cliffsblog/2013/06/05/economic-model-strokes-beard/">
    <title>Cliffski's Blog | Economic model…strokes beard…</title>
    <dc:date>2018-06-22T08:43:33+00:00</dc:date>
    <link>http://www.positech.co.uk/cliffsblog/2013/06/05/economic-model-strokes-beard/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Behold my cutting edge game design tools!. Anyway, I got annoyed that ‘wasteful economy’ in Democracy 2 was pretty nebulous, and tried to fix it for the sequel, and realized I probably needed a measurement of wages for that, and then tried to avoid adding ‘competitiveness’ or ‘exports’ because frankly its complex enough as it is…]]></description>
<dc:subject>gamedesign economy development</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2c7093cf53b1/</dc:identifier>
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<item rdf:about="http://habitatchronicles.com/2004/10/kidtrade-a-design-for-an-ebay-resistant-virtual-economy/">
    <title>Habitat Chronicles: KidTrade: A Design for an eBay-resistant Virtual Economy</title>
    <dc:date>2016-09-30T15:25:54+00:00</dc:date>
    <link>http://habitatchronicles.com/2004/10/kidtrade-a-design-for-an-ebay-resistant-virtual-economy/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Though many of the ideas presented in this article have been kicking around in my head for more than 20 years, and some of the features were tested here-and-there in various virtual economies that I’ve been fortunate enough to help create, the bulk of the work presented in this paper is part of an undeveloped children’s MMOG, designed for a Tantrum, Inc., and appears in this paper with permission. As always, I wish to thank the entire MUD/MMOG development community for constantly challenging and refining many of the ideas contained herein, and especially Chip Morningstar, who co-designed and  implemented most of the virtual economies that inspired this design. The latest draft of this article clarifies some design issues and makes a few minor fixes, all as the direct result of discussions on Habitat Chronicles and TerraNova. Thanks gang.

There are many external markets for virtual objects, including Gaming Open Market (GOM), TheGoods , and eBay to name a few. Not all use real currency to facilitate trades. For the sake of brevity, I will refer to all external trading markets as eBay, acknowledging any significant differences, where warranted.]]></description>
<dc:subject>economy games gaming mmo</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:fae45acd04e9/</dc:identifier>
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<item rdf:about="http://medcitynews.com/2014/03/innovating-in-big-companies-healthcare/">
    <title>May as well give up. Innovating in big companies is nearly impossible</title>
    <dc:date>2014-03-09T08:20:31+00:00</dc:date>
    <link>http://medcitynews.com/2014/03/innovating-in-big-companies-healthcare/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Facing continuous disruption from globalization, China, the Internet, the diminished power of brands, changing workforce, etc., existing enterprises are establishing corporate innovation groups. These groups are adapting or adopting the practices of startups and accelerators: disruption and innovation rather than direct competition, customer development versus more product features, agility and speed versus lowest cost.]]></description>
<dc:subject>business economy corporateculture</dc:subject>
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<item rdf:about="http://www.nytimes.com/2012/11/25/magazine/skills-dont-pay-the-bills.html">
    <title>Skills Don’t Pay the Bills - NYTimes.com</title>
    <dc:date>2012-11-25T11:57:55+00:00</dc:date>
    <link>http://www.nytimes.com/2012/11/25/magazine/skills-dont-pay-the-bills.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The secret behind this skills gap is that it’s not a skills gap at all. I spoke to several other factory managers who also confessed that they had a hard time recruiting in-demand workers for $10-an-hour jobs. “It’s hard not to break out laughing,” says Mark Price, a labor economist at the Keystone Research Center, referring to manufacturers complaining about the shortage of skilled workers. “If there’s a skill shortage, there has to be rises in wages,” he says. “It’s basic economics.” After all, according to supply and demand, a shortage of workers with valuable skills should push wages up. Yet according to the Bureau of Labor Statistics, the number of skilled jobs has fallen and so have their wages.]]></description>
<dc:subject>economy skill jobs technology</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://tobolds.blogspot.com/2011/08/time-versus-money-in-diablo-iii.html?">
    <title>Tobold's MMORPG Blog: Time versus money in Diablo III</title>
    <dc:date>2011-08-03T11:14:41+00:00</dc:date>
    <link>http://tobolds.blogspot.com/2011/08/time-versus-money-in-diablo-iii.html?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[So the announcement that in Diablo III players will be able to buy any item in the game from other players for either in-game currency or real money caused some heads to explode and people to discuss the evil of "pay to win". Apparently nobody noticed, or at least chose to keep mum about, the fact that this is exactly like EVE Online. And the EVE fans have claimed for years that this isn't evil RMT, because you buy the items from other players, not from the game company. As usual MMO commentary is highly tribal, thus if one person's favorite game company does something it is a force of good, while if another game company does exactly the same it is a force of evil.

Nevertheless I find the system in Diablo III interesting, because it is safe to assume that a lot more people will play Diablo III than EVE. The more people participate in a market, the closer the actual prices on the market reflect what could be called the "true value". And I think this true value will be an eye-opener. And that is a good thing.]]></description>
<dc:subject>rmt money items economy virtualworlds z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0578103b4a63/</dc:identifier>
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<item rdf:about="http://altdevblogaday.com/2011/07/06/predictably-irrational-game-design/">
    <title>Predictably Irrational Game Design « #AltDevBlogADay</title>
    <dc:date>2011-07-08T03:41:59+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/07/06/predictably-irrational-game-design/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I am fascinated by economic theory. Time is the ultimate resource, and what are we, then, if not economists dealing in the exchange of fun for time and money. I find there are many parallels to game design, and the tools and theories they provide are a great comfort to me. So when my good friend told me to read Predictably Irrational, I pounced on that book like a hungry hungry hippo.

The book is about Behavioral Economics. A relatively new field in the study of economics, and it starts with the assumption that human beings are not as rational as traditional economics likes to think we are, and in fact, we are irrational to the point of being—wait for it—predictably irrational (herp). It goes on to detail several major points of irrationality, and then backs them up with field experiments that are almost as much fun to read about as they are edifying.

Of the myriad of topics, that ones that stuck with me the most were, no surprise, the ones that provided clear insight into common game design problems. The topics of relativity, the power of zero, the social verses market exchange, and the power of ethics and cheating all showed me new ways to think about common problems, and I’m sure there is even more insight just out of my minds eye, waiting to be tapped. But insight for insights sake is pointless, so it’s time to share my thoughts with you. Let’s start with how the value of things is not as simple as it appears…]]></description>
<dc:subject>gamedesign balancing economy z3 items</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx">
    <title>Employers: Look to gaming to motivate staff - Training &amp; Development - Business - News - iTnews.com.au</title>
    <dc:date>2010-08-05T09:02:44+00:00</dc:date>
    <link>http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Clearly defined goals and fair, incremental rewards are two game design techniques that could motivate the 'gamer generation' in the workforce, according to a US academic.

Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.
]]></description>
<dc:subject>article economy education game games psychology engagement experience english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:aad88a197ae2/</dc:identifier>
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<item rdf:about="http://virtual-economy.org/blog/avea_virtual_economy_research_">
    <title>AVEA virtual economy research project final report released</title>
    <dc:date>2010-06-09T04:15:54+00:00</dc:date>
    <link>http://virtual-economy.org/blog/avea_virtual_economy_research_</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In 2007, the AVEA project proposal called for a new research effort into "so-called virtual property, artificially scarce digital objects that have rapidly become a viable business model for software products and online services." Gold farmers and real-money traders in massively-multiplayer online games had recently broken into popular consciousness. There was an expectation that virtual economies were going to continue to expand in one way or the other. Helsinki Institute for Information Technology HIIT and the Finnish interactive media industry had already had a good start in grasping the phenomenon thanks to some successful early ventures and research projects. Now was a time to push on and take part in creating the next wave of the phenomenon.
]]></description>
<dc:subject>virtualworlds economy mmog games micropayment paper english</dc:subject>
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