The Unemployed Gamer

Excess unemployment is a burden to the economy. A few of its costs include the erosion of skills, reductions in the savings rate and slowed growth. It also negatively impacts less apparent metrics, such as pessimism toward the value of education. There are many factors that cause unemployment but here I will, unsurprisingly, discuss the potential effect that video games may have played in recent … Continue reading The Unemployed Gamer

Age of Empires 2 – An Homage to Classical Economic Thought

Adam Smith, the father of modern economics, has had an immeasurable impact on the society in which we live today. His insights into factors of production, corrective market forces, the role of government and the creation of wealth lay the theoretical foundations for classical economic thought, and much further down the track, the globalised economy. There is of course no better homage to classical economic … Continue reading Age of Empires 2 – An Homage to Classical Economic Thought

Esports Part 1 – Growing Pains

The professional competitive play of video games, known as Esports, is an industry still in its infancy. Infancy, however, is a relative term. Worldwide revenue in 2017 is expected to be nearly $600 million, reaching $1B by 2020. Like traditional sports, Esports consist of either individuals or teams competing against one another, only, the racquet is replaced with a mouse and keyboard. Most people are … Continue reading Esports Part 1 – Growing Pains

The Original Remastered Sequel

20 years on from its original release, Microsoft Studios has announced a remastering of the 1997 classic Age of Empires (AoE). This is obviously fantastic news, but while I very much look forward to seeing golden cataphracts charge through desert highlands in glorious 4K, this remastering provides me with an opportunity to highlight a deep seeded and growing issue within the gaming industry as a … Continue reading The Original Remastered Sequel

Pricing Structures in the Video Game Industry

A tall stack of game CDs next to your console or PC used to be standard sight for any avid player; the oldest games’ cases evermore squished under the weight of each new and redundant instalment of COD. Fortunately, these days are for the most part, gone. The transition from physical game disks to online libraries has been brought about primarily through changes in pricing … Continue reading Pricing Structures in the Video Game Industry

EVE Online – Part 2

This post continues from Part 1 last week. A challenge for developers is ensuring players spread relatively evenly throughout their virtual universe. Achieving this revolves around incentives, and opportunities both for fun and progression. EVE’s single persistent universe is in constant danger of being overpopulated in any given area, and thus the developers monitor player density in real time. The total resource count throughout the … Continue reading EVE Online – Part 2

EVE Online – Part 1

For well over a decade, EVE Online developed by CCP Games has boasted one of the largest, most robust, and most complex virtual economies of any game on the market. Operating as a player controlled market, this MMORPG is a closed system run by laissez-faire policy. Well over half a million players coexist in a single persistent universe while competing for wealth and territorial dominance. … Continue reading EVE Online – Part 1