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Knowledge map of the virtual economy - CONVERTING THE VIRTUAL ECONOMY INTO DEVELOPMENT POTENTIAL
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Mô tả chi tiết
knowledge map
of the virtual economy
CONVERTING
THE VIRTUAL ECONOMY INTO
DEVELOPMENT POTENTIAL
KNOWLEDGE MAP OF THE VIRTUAL ECONOMY
THE WORLD BANK
www.infoDev.org www.infoDev.org
+ Connect series
KNOWLEDGE MAP
OF THE VIRTUAL
ECONOMY
www.infoDev.org
Information for
Development Program
An infoDev publication written by:
Dr. Vili Lehdonvirta & Dr. Mirko Ernkvist
April 2011
Converting the Virtual Economy
into Development Potential
©2011 The International Bank for Reconstruction and Development/The World Bank
1818 H Street NW
Washington DC 20433
Telephone: 202-473-1000
Internet: www.worldbank.org
E-mail: [email protected]
All rights reserved
The findings, interpretations and conclusions expressed herein are entirely those of the author(s) and do not necessarily reflect
the view of infoDev, the Donors of infoDev, the International Bank for Reconstruction and Development/The World Bank and
its affiliated organizations, the Board of Executive Directors of the World Bank or the governments they represent. The World
Bank cannot guarantee the accuracy of the data included in this work. The boundaries, colors, denominations, and other
information shown on any map in this work do not imply on the part of the World Bank any judgment of the legal status of any
territory or the endorsement or acceptance of such boundaries.
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To cite this publication:
Lehdonvirta, Vili. & Ernkvist, Mirko, 2011. Converting the Virtual Economy into Development Potential: Knowledge Map
of the Virtual Economy, Washington, DC; infoDev / World Bank.
Available at http://www.infodev.org/publications
Executive Summary xi
1. Introduction 1
1.1 Background 1
1.2 Structure and scope of this report 1
1.3 Methodology 2
1.3.1 Value chain analysis 2
1.3.2 Expert interviews 2
1.3.3 Market size estimates 2
2. Defining and Segmenting the Virtual Economy 5
2.1 From digital abundance to virtual scarcity 5
2.2 Key characteristics and differences from traditional
digital content industries 6
2.3 Segmenting the virtual economy 7
3. Third-party Online Gaming Services 9
3.1 Demand and supply 9
3.2 Market size 10
3.2.1 Online game market size 10
3.2.2 Earlier estimates of third-party gaming service market size 11
3.2.3 Estimating the gaming service market through player surveys 12
3.3 Business models 14
3.3.1 Retailers 15
3.3.2 Producers 16
3.3.3 Game operators 17
3.3.4 Supporting activities 17
3.4 Regulatory framework and industrial policy 17
3.4.1 Negative externalities from trade of artificially scarce assets 17
3.4.2 Contractual and legal regulation of virtual goods trade 18
Table of Contents
Table of Contents iii
iv Knowledge Map of the Virtual Economy
3.5 Case study: Purchasing virtual currency for World of Warcraft 20
4. Microwork 23
4.1 Demand and supply 23
4.2 Market size 24
4.3 Business models 25
4.3.1 Transformers 25
4.3.2 Work aggregators 26
4.3.3 Infrastructure providers 27
4.4 Regulatory framework and industrial policy 27
4.5 Case study: Using human workers to optimize an online retail search engine 28
5. Other Segments of the Virtual Economy 31
5.1 Cherry blossoming 31
5.1.1 Case study: Improving the visibility of an online store 31
5.2 User-created virtual goods 32
5.3 Other two-sided marketplaces 33
6. Development Potential of the Virtual Economy 35
6.1 Third-party online gaming services 35
6.1.1 Worker demographics, skills, wages, and career development 35
6.1.2 Distribution of income 40
6.1.3 Costs and profitability 41
6.1.4 Number of people employed 41
6.1.5 Competition, entry barriers, and changing business conditions 42
6.1.6 Changes in business and market’s conditions over time 43
6.1.7 Upgrading strategies 44
6.2 Microwork 44
6.2.1 Worker demographics, skills, wages, and career development 44
6.2.2 Distribution of income 46
6.2.3 Competition, entry barriers, and changing business conditions 47
6.2.4 Upgrading strategies 47
6.3 Other segments 48
6.3.1 Cherry blossoming 48
6.3.2 Microcontent production and other two-sided marketplaces 48
7. Conclusions 49
7.1 Market opportunities 49
7.2 Development potential 50
7.3 Scope for interventions 51
7.3.1 Third-party gaming services 51
7.3.2 Microwork 51
References 53
Appendix 1. Sources of uncertainty in the gaming services market estimate 57
Appendix 2. Examples of third-party websites selling virtual game currency 59
List of Tables
Table 1. Segmenting the virtual economy 8
Table 2: Opportunities for third-party gaming services in different types of games 10
Table 3: The global online game market 11
Table 4: Percentage of players buying from the secondary market 13
Table 5: Average amount spent on the secondary market per year 14
Table 6: Number of paying online game players 15
Table 7: Global secondary market size 15
Table 8. Differences between crowdsourcing and microwork 24
Table 9. Number of participating workers and average hourly payout
in four assignments during September 2010 30
Table 10: Geographic location of surveyed gaming studios 36
Table 11: Size and gender diversity of gaming studios 36
Table 12: Gaming studio workers’ prior occupations 37
Table 13: Average weekly working hours of gaming studio workers 39
Table 14: Hourly wages of gaming studio workers 39
Table 15. Monthly operating costs of a medium-sized
gaming studio in suburban China 41
Table 16: Operational cost structure of surveyed gaming studios 42
Table 17: Estimate of spending on wages in the thirdparty gaming services industry in 2009 42
Table 18. Estimate of the number of game laborers employed in 2009 43
Table 19: Upgrading strategies for gaming studios 45