• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

虚拟货币捐赠与货币需求的大规模实验结果。

Results of a massive experiment on virtual currency endowments and money demand.

作者信息

Živić Nenad, Andjelković Igor, Özden Tolga, Dekić Milovan, Castronova Edward

机构信息

Nordeus LLC, Bulevar Mihajla Pupina 165v, Belgrade, Serbia.

University of Niš, Faculty of Science and Mathematics, Višegradska 33, Niš, Serbia.

出版信息

PLoS One. 2017 Oct 18;12(10):e0186407. doi: 10.1371/journal.pone.0186407. eCollection 2017.

DOI:10.1371/journal.pone.0186407
PMID:29045494
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5646808/
Abstract

We use a 575,000-subject, 28-day experiment to investigate monetary policy in a virtual setting. The experiment tests the effect of virtual currency endowments on player retention and virtual currency demand. An increase in endowments of a virtual currency should lower the demand for the currency in the short run. However, in the long run, we would expect money demand to rise in response to inflation in the virtual world. We test for this behavior in a virtual field experiment in the football management game Top11. 575,000 players were selected at random and allocated to different "shards" or versions of the world. The shards differed only in terms of the initial money endowment offered to new players. Money demand was observed for 28 days as players used real money to purchase additional virtual currency. The results indicate that player money purchases were significantly higher in the shards where higher endowments were given. This suggests that a positive change in the money supply in a virtual context leads to inflation and increased money demand, and does so much more quickly than in real-world economies. Differences between virtual and real currency behavior will become more interesting as virtual currency becomes a bigger part of the real economy.

摘要

我们进行了一项涉及57.5万名受试者、为期28天的实验,以在虚拟环境中研究货币政策。该实验测试了虚拟货币初始分配对玩家留存率和虚拟货币需求的影响。虚拟货币初始分配的增加在短期内应会降低对该货币的需求。然而,从长期来看,我们预计货币需求会随着虚拟世界中的通货膨胀而上升。我们在足球管理游戏《Top11》的虚拟实地实验中测试了这种行为。随机挑选了57.5万名玩家,并将他们分配到不同的“碎片”或世界版本中。这些碎片的不同之处仅在于向新玩家提供的初始货币分配。在玩家使用真实货币购买额外虚拟货币的28天内,对货币需求进行了观察。结果表明,在初始分配较高的碎片中,玩家的货币购买量显著更高。这表明虚拟环境中货币供应的正向变化会导致通货膨胀和货币需求增加,而且比现实世界经济中发生得更快。随着虚拟货币在实体经济中所占比重越来越大,虚拟货币与真实货币行为之间的差异将变得更加有趣。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/df4f7c869f17/pone.0186407.g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/e91902cae8dc/pone.0186407.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/e4bf83e7ed32/pone.0186407.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/5913a317f467/pone.0186407.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/7244bebe7db7/pone.0186407.g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/78dd711ec70a/pone.0186407.g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/df4f7c869f17/pone.0186407.g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/e91902cae8dc/pone.0186407.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/e4bf83e7ed32/pone.0186407.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/5913a317f467/pone.0186407.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/7244bebe7db7/pone.0186407.g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/78dd711ec70a/pone.0186407.g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b58e/5646808/df4f7c869f17/pone.0186407.g006.jpg

相似文献

1
Results of a massive experiment on virtual currency endowments and money demand.虚拟货币捐赠与货币需求的大规模实验结果。
PLoS One. 2017 Oct 18;12(10):e0186407. doi: 10.1371/journal.pone.0186407. eCollection 2017.
2
Lifestyles of virtual world residents: living in the on-line game "lineage".虚拟世界居民的生活方式:生活在网络游戏《天堂》中。
Cyberpsychol Behav. 2004 Oct;7(5):592-600. doi: 10.1089/cpb.2004.7.592.
3
Asymmetrical effects of real exchange rate on the money demand in Saudi Arabia: A non-linear ARDL approach.沙特阿拉伯实际汇率对货币需求的非对称影响:一种非线性 ARDL 方法。
PLoS One. 2018 Nov 28;13(11):e0207598. doi: 10.1371/journal.pone.0207598. eCollection 2018.
4
Interest on reserves, helicopter money and new monetary policy.储备金利息、直升机撒钱与新货币政策
PLoS One. 2021 Jul 19;16(7):e0253956. doi: 10.1371/journal.pone.0253956. eCollection 2021.
5
Welfare and world money: the domestic foundations of currency internationalisation.福利与世界货币:货币国际化的国内基础
J Int Relat Dev (Ljubl). 2021;24(3):574-598. doi: 10.1057/s41268-020-00203-x. Epub 2020 Nov 24.
6
A study on the influence mechanism of CBDC on monetary policy: An analysis based on e-CNY.关于 CBDC 对货币政策影响机制的研究:基于数字人民币的分析。
PLoS One. 2022 Jul 8;17(7):e0268471. doi: 10.1371/journal.pone.0268471. eCollection 2022.
7
On the connection between real-world circumstances and online player behaviour: The case of EVE Online.论现实环境与网络游戏玩家行为之间的联系:以《星战前夜》为例。
PLoS One. 2020 Oct 21;15(10):e0240196. doi: 10.1371/journal.pone.0240196. eCollection 2020.
8
An Evaluation of the Non-Neutrality of Money.货币非中性的评估
PLoS One. 2016 Mar 2;11(3):e0145710. doi: 10.1371/journal.pone.0145710. eCollection 2016.
9
Revisiting speculative hyperinflations in monetary models.重新审视货币模型中的投机性恶性通货膨胀。
Rev Econ Dyn. 2021 Apr;40:1-11. doi: 10.1016/j.red.2020.08.004. Epub 2020 Sep 1.
10
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis.基于用户情感分析的虚拟世界货币价值波动预测系统
PLoS One. 2015 Aug 4;10(8):e0132944. doi: 10.1371/journal.pone.0132944. eCollection 2015.

引用本文的文献

1
Reviewing the potentials of MMOGs as research environments: A case study from the strategy game Travian.审查大型多人在线游戏作为研究环境的潜力:以策略游戏《Travian》为例。
PLoS One. 2023 Feb 15;18(2):e0281114. doi: 10.1371/journal.pone.0281114. eCollection 2023.

本文引用的文献

1
Quantity discounts on a virtual good: The results of a massive pricing experiment at King Digital Entertainment.虚拟商品的数量折扣:国王数字娱乐公司大规模定价实验的结果
Proc Natl Acad Sci U S A. 2016 Jul 5;113(27):7323-8. doi: 10.1073/pnas.1510501113.