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Edward Castronova

  • castro@indiana.edu
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  • Professor
    Department of Telecommunications

Representative publications

Synthetic worlds: The business and culture of online games (2008)
Edward Castronova
University of Chicago press.

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds …

Virtual worlds: A first-hand account of market and society on the cyberian frontier (2001)
Edward Castronova
CESifo working paper series. (618),

In March 1999, a small number of Californians discovered a new world called Norrath, populated by an exotic but industrious people. About 12,000 people call this place their permanent home, although some 60,000 are present there at any given time. The nominal hourly wage is about USD 3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath's currency is traded on exchange markets at USD 0.0107, higher than the Yen and the Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many. The population is growing rapidly, swollen each each day by hundreds of emigres from various places around the globe, but especially the United States. Perhaps the most interesting thing about the new world is its location. Norrath is a virtual world that exists entirely on 40 computers in San Diego. Unlike many internet ventures, virtual worlds are making money--with annual revenues expected to top USD 1.5 billion by 2004--and if network effects are as powerful here as they have been with other internet innovations, virtual worlds may soon become the primary venue for all online activity.

Exodus to the virtual world: How online fun is changing reality (2008)
Edward Castronova
Palgrave Macmillan.

Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

On virtual economies (2002)
Edward Castronova
CESifo Working Paper Series. (752),

Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also seems to grow its own economy, with production, assets, and trade with Earth economies. This paper explores two questions about these developments. First, will these economies grow in importance? Second, if they do grow, how will that affect real-world economies and governments? To shed light on the first question, the paper presents a brief history of these games along with a simple choice model of the demand for game time. The history suggests that the desire to live in a game world is deep-rooted and driven by game technology. The model reveals a certain puzzle about puzzles and games: in the demand for these kinds of interactive entertainment goods, people reveal that they are willing to pay money to be constrained. Still, the nature of games as a produced good suggests that technological advances, and heavy competition, will drive the future development of virtual worlds. If virtual worlds do become a large part of the daily life of humans, their development may have an impact on the macroeconomies of Earth. It will also raise certain constitutional issues, since it is not clear, today, exactly who has jurisdiction over these new economies.

The right to play (2004)
Edward Castronova
NYL Sch. L. Rev., 49 185

Section I of this Article describes the precedent of incorporation as fictional personhood. Section II describes the current ambiguous legal status of virtual worlds as part game, part not-game. In Section III, I argue that while the line between game and notgame has become increasingly difficult to draw, it is increasingly important that we do so. Section ГУ analyzes efforts to draw the line under current contract law, through End User Licensing Agree-

As real as real? Macroeconomic behavior in a large-scale virtual world (2009)
Edward Castronova, Dmitri Williams, Cuihua Shen, Rabindra Ratan, Li Xiong, Yun Huang ...
New Media & Society, 11 (5), 685-707

This article proposes an empirical test of whether aggregate economic behavior maps from the real to the virtual. Transaction data from a large commercial virtual world — the first such data set provided to outside researchers — is used to calculate metrics for production, consumption and money supply based on real-world definitions. Movements in these metrics over time were examined for consistency with common theories of macroeconomic change. The results indicated that virtual economic behavior follows real-world patterns. Moreover, a natural experiment occurred, in that a new version of the virtual world with the same rules came online during the study. The new world's macroeconomic aggregates quickly grew to be nearly exact replicas of those of the existing worlds, suggesting that `Code is Law': macroeconomic outcomes in a virtual world may be explained largely by design structure.

On the research value of large games: Natural experiments in Norrath and Camelot (2006)
Edward Castronova
Games and Culture, 1 (2), 163-186

Coordination game theory is quite important to a number of literatures but has had very few direct empirical tests because that would require experimental participation by large numbers of people. Large games however can produce natural experiments: situations that through no intent of the designer offer controlled variations on a phenomenon of theoretical interest. Unlike any other social science research technology, such games provide for both sufficient participation numbers and careful control of experimental conditions, making them like Petri dishes for social science. This article examines two examples of games as Petri dishes for macro-level coordination effects: (a) the location of markets inside EverQuest and (b) the selection of battlefields inside Dark Age of Camelot.

Theory of the Avatar (2003)
Edward Castronova
Cesifo working paper series. (863),

The internet has given birth to an expanding number of shared virtual reality spaces, with a collective population well into the millions. These virtual worlds exhibit most of the traits we associate with the Earth world: economic transactions, interpersonal relationships, organic political institutions, and so on. A human being experiences these worlds through an avatar, which is the representation of the self in a given physical medium. Most worlds allow an agent to choose what kind of avatar she or he will inhabit, allowing a person with any kind of Earth body to inhabit a completely different body in the virtual world. The emergence of avatar-mediated living raises both positive and normative questions. This paper explores several choice models involving avatars. Analysis of these models suggests that the emergence of avatar-mediated life may increase aggregate human well-being, while decreasing its cross-sectional variance. These efficiency and equity effects are contingent on the maintenance and protection of certain rights, however, including the right of agents to free movement, unbiased information, and political participation.

In the frame of the magic cycle: The circle (s) of gameplay (2008)
Dominic Arsenault and Bernard Perron
Routledge. 131-154

The simplest way to conceptualize the gaming activity is to see the game and the gamer as two separate entities meeting at a junction point, which is commonly referred to as “gameplay”. In popular game culture, this allinclusive term seems to belong more to the realm of magic than to the one of science. People will usually say that the gameplay of a particular game is what makes it “fun” without precisely detailing what it entails. But as we know, insofar as the notion of gameplay cannot be ignored, its nature is being scrutinized both in video game studies and professional game development communities. Like Daniel Cook states in “The Chemistry of Game Design”, it is necessary to move “beyond alchemy” and to “embrace the scientific process and start [to] build a science of game design”. 1 Indeed, we have reached a point where it is possible and necessary to break the spell of gameplay in order to understand this …

Exodus to the virtual world (2007)
Edward Castronova
HARVARD BUSINESS SCHOOL PUBLISHING CORPORATION. 85 (12), 28-28

A test of the law of demand in a virtual world: Exploring the petri dish approach to social science (2009)
Edward Castronova, Mark W Bell, Robert Cornell, James J Cummings, Will Emigh, Matthew Falk ...
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 1 (2), 1-16

We report results of an experiment on prices and demand in a fantasy-based virtual world. A virtual world is a persistent, synthetic, online environment that can be accessed by many users at the same time. Because most virtual worlds are built around a fantasy theme, complete with magic, monsters, and treasure, there is considerable skepticism that human behavior in such environments is in any way “normal.” Our world,“Arden,” was designed to test whether players in a typical fantasy environment were economically “normal.” Specifically, we tested whether fantasy gamers conform to the law of demand, which states that increasing the price of a good, all else equal, will reduce the quantity demanded. We created two exactly equivalent worlds, and randomly assigned players to one or the other. The only difference in the two worlds was that the price of a single good, a health potion, was twice as high in the …

Virtual economies: Design and analysis (2014)
Vili Lehdonvirta and Edward Castronova
MIT Press.

How the basic concepts of economics—including markets, institutions, and money—can be used to create and analyze economies based on virtual goods. In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer's and game designer's toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics—markets, institutions, and money—can be used to create or analyze economies based on artificially scarce virtual goods. They focus on virtual economies in digital games, but also touch on serious digital currencies such as Bitcoin as well as virtual economies that emerge in social media around points, likes, and followers. The theoretical emphasis is on elementary microeconomic theory, with some discussion of behavioral economics, macroeconomics, sociology of consumption, and other social science theories relevant to economic behavior. Topics include the rational choice model of economic decision making; information goods versus virtual goods; supply, demand, and market equilibrium; monopoly power; setting prices; and externalities. The book will enable developers and designers to create and maintain successful virtual economies, introduce social scientists and policy makers to the power of virtual economies, and provide a useful guide to economic fundamentals for students in other disciplines.

Immigrants, natives and social assistance: comparable take-up under comparable circumstances (2001)
Edward J Castronova, Hilke Kayser, Joachim R Frick and Gert G Wagner
International Migration Review, 35 (3), 726-748

Are immigrants on welfare because they are more likely to be eligible or because they are more likely to claim benefits for which they are eligible? The answer is politically important, but because most current research on immigration and welfare is based on data from the United States, the answer is difficult due to the complexities of the transfer system which make eligibility determinations difficult. In Germany, by contrast, eligibility for the main cash transfer program, Sozialhilfe (Social Assistance), is determined by a comparatively simple nationwide formula. We use data from the German Socio-Economic Panel to test whether immigrants to Germany are more likely than natives to claim welfare benefits for which they are eligible. We find that immigrants are more likely than native Germans to receive welfare, both because immigrants are more likely to be eligible and because they are more likely, when eligible, to …

The price of bodies: A hedonic pricing model of avatar attributes in a synthetic world (2004)
Edward Castronova
Kyklos, 57 (2), 173-196

This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a computer‐generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their skills; these asset values can be directly observed in online markets. Auction data for avatars from the synthetic fantasy world of EverQuest are used here to explore a number of questions involving the relative value of different body characteristics. Hedonic analysis of the auction price data suggests that the ‘level’, a game‐design metric that indicates the overall functionality or power of the avatar, is by far the most important attribute of the body. Other attributes that show significant price effects include: sex and class (i.e. being a wizard rather than warrior type of character). The male‐female price difference is interesting …

The price of'man'and'woman': A hedonic pricing model of avatar attributes in a synthethic world (2003)
Edward Castronova
CESifo Working Paper Series. (957),

This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a computer-generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their skills; these asset values can be directly observed in online markets. Auction data for avatars from the synthetic fantasy world of EverQuest are used here to explore a number of questions, especially those involving the relative value of male and female avatars. In EverQuest, about 20 percent of the avatar population is female, and there are no sex-based differences in avatar capabilities. Many avatars (about one-fourth to one-fifth of the population) are cross-gendered, being piloted by a person of the opposite sex. Nonetheless, relations between avatars are gender-based, and include chivalry, dating, and sex. Female avatars tend to be concentrated in highly sexualized Human and Elven races, with very few being present among such aesthetically-challenged races as Ogres and Trolls. Hedonic analysis of the auction price data suggests that gender labels are a less important determinant of avatar values than the" level," a game-design metric that indicates the overall capabilities of the avatar. Thus, ability seems more important than sex in determining the value of a body. Nonetheless, among comparable avatars, females do sell at a significant price discount. The average avatar price is 333 dollar; the price discount for females is 40 to 55 dollar, depending on methods. The discount may stem from a number of causes, including discrimination in Earth …

Dissertation Committee Service

Dissertation Committee Service
Author Dissertation Title Committee
Ross, Travis Steering Social Behavior in Online Video Games: A Calibration and Test of The Rational Reconstruction of Norms in a Multiplayer Dungeon Crawl (November 2013) Castronova, E. (Chair), Lang, A., Goldstone, R., Weaver, A.
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