Video game communities, social economies, give us something that we never had as economists before. That’s something of an opportunity, a chance to experiment with a macroeconomy. We can experiment in economics with individuals. We can put someone behind a screen and experiment on the subject, and ask him or her to make choices and see how they behave.
That has nothing to do with macroeconomics. Macroeconomics requires a different scenario. You conduct controlled experiments with a large economy. We are not allowed to do this in the real world. But in the video game world, we economists have a smidgen of an opportunity to conduct controlled experiments on a real, functioning macroeconomy. And that may be a scientific window into economic reality that we’ve never had access to before.
Yanis Varoufakis, talking to Peter Suderman, “A Multiplayer Game Environment Is Actually a Dream Come True for an Economist”, Reason, 2014-05-30.
March 4, 2015
QotD: The macroeconomic insights of MMO gaming
February 22, 2015
The forgotten history of the game of Monopoly
At Open Culture, Dan Colman looks at how Monopoly evolved and changed before it became a fixture in children’s games, despite the intent of the original designer:
The great capitalist game of Monopoly was first marketed by Parker Brothers back in February 1935, right in the middle of the Great Depression. Even during hard times, Americans could still imagine amassing a fortune and securing a monopoly on the real estate market. When it comes to making money, Americans never run out of optimism and hope.
Monopoly didn’t really begin, however, in 1935. And if you trace back the origins of the game, you’ll encounter an ironic, curious tale. The story goes like this: Elizabeth (Lizzie) J. Magie Phillips (1866–1948), a disciple of the progressive era economist Henry George, created the prototype for Monopoly in 1903. And she did so with the goal of illustrating the problems associated with concentrating land in private monopolies. As Mary Pilon, the author of the new book The Monopolists: Obsession, Fury, and the Scandal Behind the World’s Favorite Board Game, recently explained in The New York Times, the original game — The Landlord’s Game — came with two sets of rules: “an anti-monopolist set in which all were rewarded when wealth was created, and a monopolist set in which the goal was to create monopolies and crush opponents.” Phillips’ approach, Pilon adds, “was a teaching tool meant to demonstrate that the first set of rules was morally superior.” In other words, the original game of Monopoly was created as a critique of monopolies — something the trust- and monopoly-busting president, Theodore Roosevelt, could relate to.
For more on the modern game, here’s the Wikipedia page.
February 9, 2015
Accused “SWATter” arrested in Las Vegas
In the Chicago Sun-Times, LeeAnn Shelton reports on an arrest in Las Vegas for computer-related crimes and (effectively) attempted murder by falsely reporting a serious crime at another address to get the SWAT team to raid that location.
A gamer known online as “Famed God” — who made up a murder to get police to go to an unsuspecting west suburban resident’s home last year — is behind bars in Nevada awaiting extradition.
Brandon Willson, 19, was arrested Thursday after authorities searched his home in the 4600 block of El Presidente Drive in Las Vegas, a statement from the Will County state’s attorney’s office said.
Willson used a computer to contact Naperville’s 911 center on July 10, 2014, and claimed a murder had happened at a home in the city, prosecutors claim. Naperville’s Special Response Team responded but found no crime.
The practice involves someone falsely reporting a dangerous situation to send police to another person’s home. It is known as “swatting” because the hoax calls can lead to deployment of SWAT teams.
Calling it a “dangerous prank,” State’s Attorney James Glasgow plans to craft legislation that would make swatting a felony in Illinois, the statement said. The bill would also require anyone convicted of swatting to reimburse municipalities for the cost of the emergency response.
February 2, 2015
The point of diminishing interest
James Lileks on when gaming stops being fun … because of the damned controller:
My wife asked if we had an xbox 360, and I said we did. She said that someone on the neighborhood mailing list wanted one and could we sell it. I balked. I haven’t played it for some time but there were two games I wanted to get back to, some day. Why had I stopped? Because I can’t play console games. I can’t aim. I can’t figure out the buttons. Once upon a time I was an ace at Halo, but that was long ago, and now there’s just TOO MANY BUTTONS. I’m a keyboard-mouse man and so it has ever been.
I will never finish those games. The reason they were unfinished was because my characters had walked into walls and fallen off horses and the controller felt like a ceramic croissant in my hand. One of them started out interesting, but turned into a driving game as I chased a suspect. My inability to drive had no bearing on the story; even though I rammed the car into phone poles and fire hydrants and mowed down pedestrians by the dozen, all I got was a “be careful!” from my partner.
Every standard image of console gamers shows them sitting back on a sofa, right? Plinking away, trash-talking, relaxed. Every good game I’ve played on a computer has had me on the edge of my seat. Literally. Tense. It’s the difference between playing and inhabiting, between popping in a game disk like you’d put in a movie or turn on the radio, and entering a world. It’s odd, really: the computer screen feels interactive, responsive, an immediate field of action, perhaps because it’s a couple of feet from my face. When I’m sitting in front of a TV, it feels peculiar to interact with it, because it’s supposed to be doing all the work. ENTERTAIN ME! If you do nothing during a game your character stands there, and that makes the TV screen like the real world. It’s like walking away from the TV for a few hours and coming back to see the news anchor is sitting at the desk eating a sandwich.
So out it goes. It’s a relief, really. When entertainment feels like obligation it’s best to look elsewhere.
I wonder if James was playing L.A. Noire, as that was pretty much the point at which I stopped trying to play the game … and my partner said something remarkably like “Be careful!” before I put down the controller and turned off the console.
January 31, 2015
QotD: MMO economies
A multiplayer game environment is a dream come true for an economist. Because here you have an economy where you don’t need statistics. And elaborate statistics is what you use when you don’t know everything, you’re not omniscient, and you need to use something in order to gain feeling as to what is happening to prices, what is happening to quantities, what’s happening to investments, and so on and so forth. But in a video game world, all the data are there. It’s like being God, who has access to everything and to what every member of the social economy is doing.
Yanis Varoufakis, talking to Peter Suderman, “A Multiplayer Game Environment Is Actually a Dream Come True for an Economist”, Reason, 2014-05-30.
January 26, 2015
John Hill, RIP
Gerald D. Swick on the death of one of the great wargame designers, the man who created Squad Leader:
If there is a heaven just for game designers, it has a new archangel. John Hill, best known for designing the groundbreaking board wargame Squad Leader, passed away on January 12. He was inducted into The Game Manufacturers Association’s Academy of Adventure Gaming Arts & Design Hall of Fame in 1978; Squad Leader was inducted into the HoF in 2004.
His many boardgame designs include Jerusalem (1975), Battle for Hue (1973), Battle for Stalingrad (1980) and Tank Leader (1986 and 1987), but John was always a miniatures gamer at heart, and anyone who ever got to play a game on his magnificent game table considered themselves lucky. Squad Leader was originally intended to be a set of miniatures rules, but the publisher, Avalon Hill, asked him to convert it to a cardboard-counters boardgame design. His Civil War miniatures rules Johnny Reb were considered so significant that even Fire & Movement magazine, which primarily covered boardgames, published a major article on the JR system. Most recently John designed Across A Deadly Field, a set of big-battle Civil War rules, for Osprey. He completed additional books in the series for Osprey that have not yet been published.
January 24, 2015
ArenaNet formally announced first GW2 expansion #GW2HoT
I just finished watching the ArenaNet livestream from PAX South, where they introduced the first expansion for Guild Wars 2: Heart of Thorns.
Lots of unanswered questions, a few of which are answered in the new FAQ.
Dulfy has the livestream notes if you want to read about what was revealed.
January 13, 2015
Rumour confirmed – Guild Wars 2 expansion coming
NCSoft, the Korean company that owns ArenaNet has registered a trademark for a Guild Wars 2 expansion called Guild Wars 2: Heart of Thorns. Here’s the Reddit thread.
December 31, 2014
The psychological value of online gaming
At Massively, Andrew Ross talks to the lead author on a recent paper that — unlike the pop-psych headlines in the newspapers — shows a much more positive side to gamers and online gaming:
Every time we talk about scientific research on Massively, readers argue that results from game studies should be “obvious” and are a waste of time/money or that everyone knows MMOs are filled with anti-social trolls. Kowert told me that game studies are “not unique in these criticisms,” though “they may seem stronger within this field due to the perceived frivolity of games and gaming as a field of study”:
Even though gaming continues to grow in importance and popularity within society, there is still so much that remains unknown about how and why people are using this medium and what are its potential uses and effects (both positive and negative). For example, it has long been assumed that online game players are all reclusive, overweight, lonely, teenage males. This is reflected in the cultural stereotype of the group as seen in the news media and popular culture (Make Love, Not Warcraft, anyone?).
In her paper Reconsidering the Stereotype of Online Gamers, Kowert and her colleagues examined the validity of these stereotypes. As we discussed yesterday, the results proved that the opinions people hold about gamers don’t quite match the media’s stereotypes, even among non-gamers. Without research, we wouldn’t have this information, and for me as a gamer, it’s encouraging to know that times are changing. Plus, it gives you ammo when Uncle Frank tries to put down your hobby this holiday season.
During my examination of the research into online games and real world friendships among emotionally sensitive users, I realized I could see myself in the findings. As a child, I was very shy; part of the problem was that I didn’t know how to react to people’s emotions. One article about social gaming and lonely lives argued that people who game a lot can sometimes have trouble connecting with non-gamers. Many “enthusiastic hobbyists” also have this issue, whether their hobby is sports or soap operas or games.
Kowert says this is correct to an extent; we’ve all met the hardcore sports fans who spouts sports jargon. “There is some uniqueness in the social profile of individuals who choose to exclusively engage in hobbyist activities that are mediated by technology, such as online games,” Kowert told me. “For instance, you state that you were shy as a child and preferred standing in the background rather than diving right into new social situations. Knowing this about yourself, you may have been more apprehensive to join, let’s say, a sports club or a board game group, than popping in on an online forum discussing sports or joining online gaming club.”
In other words, it’s not that all people who play online games are shy or are using the internet to overcome some of their social problems, but for those who suffer from those problems, online gaming could be a good way for them to meet others. Being online allows people to share a social space without the fears and consequences associated with face-to-face socialization. For example, I rarely went to parties in high school, but I did run events in the online games I played, especially in older MMOs. In more raid-oriented MMOs, people constantly told me I was doing something “different,” something unique or strange, and that made me stand out as also being different. In short, I was using the game world in a different way than other more mainstream gamers did, which echoes Kowert’s research about emotionally sensitive players using game spaces in unique ways. She explains:
Previous research has largely focused on the relationship between MMORPG play and social outcomes, as MMORPGs are believed to have a unique ability to promote sociability between users (see Mark Chen’s 2009 book Leet Noobs for a more in-depth discussion of the social environment of MMOs). As cooperation between users is often crucial to game play, the social environment of MMORPGs differs from other genres, such as multi-player first-person shooter games where gameplay is more about competition than cooperation and the social environment is more often characterized by competitiveness, trash-talking, and gloating (for more on this research see Zubek & Khoo, 2002 [PDF]). These differences in social environments are likely to differentially impact the social utility of the space as well as the social relationships that may come from it.
December 22, 2014
A new paper on the exaggerated claims that MMOs are harmful
By way of Massively, the abstract of a new paper by Dr. Rachel Kowert and her co-authors, investigating claims that massive multi-player online games are a public health threat:
Highlights
• The psychosocial causes and consequences of online video game play were evaluated.
• Over a 1- and 2-year period, evidence for social compensation processes were found.
• Among young adults, online games appear to be socially compensating spaces.
• No significant displacement or compensation patterns were found for adolescents.
• No significant displacement or compensation patterns were found for older adults.Abstract
Due to its worldwide popularity, researchers have grown concerned as to whether or not engagement within online video gaming environments poses a threat to public health. Previous research has uncovered inverse relationships between frequency of play and a range of psychosocial outcomes, however, a reliance on cross-sectional research designs and opportunity sampling of only the most involved players has limited the broader understanding of these relationships. Enlisting a large representative sample and a longitudinal design, the current study examined these relationships and the mechanisms that underlie them to determine if poorer psychosocial outcomes are a cause (i.e., pre-existing psychosocial difficulties motivate play) or a consequence (i.e., poorer outcomes are driven by use) of online video game engagement. The results dispute previous claims that online game play has negative effects on the psychosocial well-being of its users and instead indicate that individuals play online games to compensate for pre-existing social difficulties.
December 20, 2014
Repost – Induced aversion to a particular Christmas song
Earlier this year, I had occasion to run a Google search for “Mr Gameway’s Ark” (it’s still almost unknown: the Googles, they do nothing). However, I did find a very early post on the old site that I thought deserved to be pulled out of the dusty archives, because it explains why I can — to this day — barely stand to listen to “Little Drummer Boy”:
Seasonal Melodies
James Lileks has a concern about Christmas music:
This isn’t to say all the classics are great, no matter who sings them. I can do without “The Little Drummer Boy,” for example.
It’s the “Bolero” of Christmas songs. It just goes on, and on, and on. Bara-pa-pa-pum, already. Plus, I understand it’s a sweet little story — all the kid had was a drum to play for the newborn infant — but for anyone who remembers what it was like when they had a baby, some kid showing up unannounced to stand around and beat on the skins would not exactly complete your mood. Happily, the song has not spawned a sequel like “The Somewhat Larger Cymbal Adolescent.”
This reminds me about my aversion to this particular song. It was so bad that I could not hear even three notes before starting to wince and/or growl.
Back in the early 1980’s, I was working in Toronto’s largest toy and game store, Mr Gameways’ Ark. It was a very odd store, and the owners were (to be polite) highly idiosyncratic types. They had a razor-thin profit margin, so any expenses that could be avoided, reduced, or eliminated were so treated. One thing that they didn’t want to pay for was Muzak (or the local equivalent), so one of the owners brought in his home stereo and another one put together a tape of Christmas music.
Note that singular. “Tape”.

An ad from the year of Trivial Pursuit (via OSRcon)
So, Christmas season was officially open, and we decorated the store with the left-over krep from the owners’ various homes. It was, at best, kinda sad. But — we had Christmas music! And the tape was pretty eclectic: some typical 50’s stuff (“White Christmas” and the like), some medieval stuff, some Victorian stuff and that damned “Drummer Boy” song.
We were working ten- to twelve-hour shifts over the holidays (extra staff? you want Extra Staff, Mr. Cratchitt???), and the music played on. And on. And freaking on. Eternally. There was no way to escape it.
To top it all off, we were the exclusive distributor for a brand new game that suddenly was in high demand: Trivial Pursuit. We could not even get the truck unloaded safely without a cordon of employees to keep the random passers-by from trying to grab boxes of the damned game. When we tried to unpack the boxes on the sales floor, we had customers snatching them out of our hands and running (running!) to the cashier. Stress? It was like combat, except we couldn’t shoot back at the buggers.
Oh, and those were also the days that Ontario had a Sunday closing law, so we were violating all sorts of labour laws on top of the Sunday closing laws, so the Police were regular visitors. Given that some of our staff spent their spare time hiding from the Police, it just added immeasurably to the tension levels on the shop floor.
And all of this to the background soundtrack of Christmas music. One tape of Christmas music. Over and over and over and over and over and over and over again.
It’s been over 20 [now 30] years, and I still feel the hackles rise on the back of my neck with this song … but I’m over the worst of it now: I can actually listen to it without feeling that all-consuming desire to rip out the sound system and dance on the speakers. After two decades.
December 15, 2014
December 9, 2014
The intra-feminist arguments over sex work and video game portrayals of it
Noah Berlatsky talks about feminist videographer Anita Sarkeesian’s criticism of the portrayal of sex workers in video games and how that contributes to negative views toward all women and the sex workers who take issue with Sarkeesian’s presentation:
In her series of controversial videos critiquing sexism in video games, Anita Sarkeesian often focuses on the way games treat sex workers. She points to games like Hitman: Absolution, in which characters can dump the dead body of a stripper over a railing as a way to distract police; or Saints Row, in which characters are encouraged to steal prostitutes from one pimp and deliver them to another; or Grand Theft Auto, where having sex with a sex worker increases health much like quaffing an energy drink. Sarkeesian concludes that sex workers in many video games are viewed as commodities and objects, rather than as people — and that they are often targeted for violence. In Red Dead Redemption, for example, the player is rewarded with an achievement for kidnapping a sex worker and murdering her.
Violence against sex workers is a serious problem, both nationally and internationally [PDF], and Sarkeesian makes a good case that the games she discusses treat that violence as fun, enjoyable, or even laudable. But Sarkeesian’s videos have not garnered much praise from those most directly affected by these tropes. On the contrary, many sex workers have argued that Sarkeesian’s videos contribute to the objectification and stigma that she claims she is trying to reduce.
Much of the criticism of Sarkeesian has centered around her terminology. She doesn’t call sex workers “sex workers.” Instead she refers to them throughout her video series as “prostituted women.” That’s a term often used by writers who see all sex work as automatically exploitative or harmful to women, and by those who want to criminalize sex work. Sex workers have repeatedly tried to ask Sarkeesian on social media to reconsider her language, but she hasn’t responded, and has continued to use the term. For example, in this recent tweet she says that fans of Grand Theft Auto have been harassing her by sending her images of “gameplay of the use & murder of prostitutes.” The fact that gamers are using images of sex workers to harass Sarkeesian seems like it fits into her analysis—violence against sex workers is deployed in a misogynist way, in order to harass and intimidate a woman. But at the same time, Sarkeesian, by referring to the “use” of sex workers, seems to buy into the same logic, treating sex workers as things or utilities, rather than as human beings. (Sarkeesian did not respond to a request to comment for this article.)
This seeming contradiction is tied to longstanding tensions between some strands of feminist cultural criticism and sex workers. Sarkeesian’s criticism of video games is in a tradition of feminist analysis that goes back to the 1980s, when theorists like Andrea Dworkin argued that “Pornography is used in rape — to plan it, to execute it, to choreograph it, to engender the excitement to commit the act.” Dworkin saw sexualized images of women as directly implicated in misogyny and violence against women — which could mean that women taking part in pornography, or in sexualized imagery, were seen as themselves culpable or morally flawed. Thus anti-porn feminists like Julie Burchill declared that, “When the sex war is won prostitutes should be shot as collaborators for their terrible betrayal of all women.” Anti-porn feminists and video games here come together in celebrating violent attacks on sex workers.
November 16, 2014
In Civilization games, Gandhi is the most likely leader to use nukes
In Kotaku, Luke Plunkett explains why of all the AI leaders in the game, none are more likely to espouse the philosophy “nuke ’em ’till they glow, then shoot ’em in the dark” than India’s Gandhi:
In the original Civilization, it was because of a bug. Each leader in the game had an “aggression” rating, and Gandhi – to best reflect his real-world persona – was given the lowest score possible, a 1, so low that he’d rarely if ever go out of his way to declare war on someone.
Only, there was a problem. When a player adopted democracy in Civilization, their aggression would be automatically reduced by 2. Code being code, if Gandhi went democratic his aggression wouldn’t go to -1, it looped back around to the ludicrously high figure of 255, making him as aggressive as a civilization could possibly be.
In later games this bug was obviously not an issue, but as a tribute/easter egg of sorts, parts of his white-hot rage have been kept around. In Civilization V, for example, while Gandhi’s regular diplomatic approach is more peaceful than other leaders, he’s also the most likely to go dropping a-bombs when pushed, with a nuke “rating” of 12 putting him well ahead of the competition (the next three most likely to go nuclear have a rating of 8, with most leaders around the 4-6 region).
Update, 16 November: Fixed the broken link.
November 1, 2014
World of Warships previews aircraft carriers
While I probably won’t have enough spare time to add World of Warships to my gaming habits, I’ve been interested in watching the development of the game. Here’s their latest reveal, the aircraft carrier class:
Published on 30 Oct 2014
Wargaming gladly announces the release of the third episode of World of Warships developer diaries series. This video is dedicated to aircraft carriers, the most unique type of vessels in World of Warships. Enjoy!








