从时间替代到总量替代:网络虚拟游戏对实体经济的影响

Hui Peng, Hong Wu
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引用次数: 3

摘要

随着网络虚拟世界中的活动越来越复杂,网络虚拟世界似乎已经发展成为一种虚拟经济。本文建立了一个总替代模型来分析网络虚拟活动对宏观经济的影响。我们认为虚拟活动(包括世界内活动和世界间活动)确实通过三种方式产生经济价值并影响宏观经济:当游戏玩家在虚拟世界中投入更多的时间,以虚拟活动代替现实活动时,可以对虚拟世界的实际国内生产总值产生替代效应,同时对虚拟世界的虚拟产品总值产生转移效应,同时对网络产业产生的实际收入产生互补效应。调查结果表明,存在替代效应。我们开发了一种方法来衡量虚拟活动对实体经济的三种影响。《第二人生》的数据表明,虚拟游戏对实际GDP有正向影响。最后,我们建议将虚拟经济活动纳入兆gdp,以反映网络对整个经济的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From Time Replacement to Gross Replacement: The Effect of Online Virtual Game on Real Economy
With the activities in the online virtual world becoming more and more complex, online virtual world seems to have developing into a virtual economy. This article develops a Gross Replacement Model to analyze the effect of online virtual activities on the macro-economy. We propose that virtual activities, which include in-world activities and inter-world activity, do generate economic value and affect the macro-economy through three ways: when game-players allocate more time in virtual world and replace their real-world activities with virtual activities, it could generate the replacement effect on real Gross Domestic Product and transfer effect on Gross Virtual Product in the virtual world at the same time, but also increase complementary effect on the real income generated by the network industry. Results from survey proved that there exists the replacement effect. We developed a method of measuring the three effects of the virtual activity on real economy. Data from Second Life demonstrates that the virtual game has positive effect on the real GDP. Finally, we propose the suggestion that virtual economic activities should be included into the Mega-GDP to reflect the effect of network on the whole economy.
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