Estimating the Aggregate Production of Azeroth
Date of Award
2008
Document Type
Thesis
Degree Name
Bachelors
Department
Social Sciences
First Advisor
Coe, Richard
Keywords
GDP, Virtual Worlds, Gaming, World of Warcraft, Azeroth, Production
Area of Concentration
Economics
Abstract
Given the growing prominence of virtual worlds in everyday life, it is reasonable to assume that social scientists will want to study the complex interactions that occur there. At the time of this thesis's completion there were more people in the United States playing popular massively-multiplayer online role-playing game World of Warcraft than there were US farmers. The goal of this thesis was to attempt to estimate the production going on inside Azeroth, the virtual world that World of Warcraft is set in. To do this, I examined questions such as what counts as production inside a virtual world? What does GDP measure? What are the goals of people in the virtual world and what increases their satisfaction with the virtual experience? Using a method developed by economist Edward Castronova, I made my own estimations about the GNP of Azeroth and examined the ways that method could be flawed or potentially improved.
Recommended Citation
Fish, Whitney, "Estimating the Aggregate Production of Azeroth" (2008). Theses & ETDs. 3939.
https://digitalcommons.ncf.edu/theses_etds/3939
Rights
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