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Longer titles found: Virtual economy of Russia (view)

searching for Virtual economy 16 found (73 total)

alternate case: virtual economy

The Sims Online (6,373 words) [view diff] exact match in snippet view article find links to article

customise properties, and make money by taking on jobs the game's virtual economy. The Sims Online was the project of Maxis founder and Sims creator
Sarah Flannery (578 words) [view diff] exact match in snippet view article find links to article
engineer. She worked at TirNua as a "Chief Scientist". She developed the virtual economy in a game and the back-end web services that powered the game features
Andrei Volgin (businessman) (939 words) [view diff] case mismatch in snippet view article
Gaddy, Barry Ickes, Andrei Mazharov, and Andrei Volgin. Russia's "Virtual Economy": an Update for Investors. The Brookings Institution. Washington, 1998
Real Racing 3 (4,042 words) [view diff] exact match in snippet view article find links to article
graphical experience at that time. Over time and despite an expensive virtual economy ingame, the developers began to tolerate the use of playing with time
MUD terminology (864 words) [view diff] exact match in snippet view article find links to article
of how far a character can move at once mudflation An online game virtual economy phenomenon in which endgame players become rich in currency and drive
Sansar (video game) (772 words) [view diff] exact match in snippet view article
ownership.[better source needed] Like Second Life, Sansar has its own virtual economy and unit of trade. Sansar users can buy and sell virtual creations
Internet Domain Name Index (459 words) [view diff] no match in snippet view article find links to article
are not an asset class on their own, but that the "real" and the "virtual" economy are closely linked. IDNX is estimated in two steps. First, a hedonic
Counter-Strike in esports (3,021 words) [view diff] exact match in snippet view article find links to article
into Global Offensive with the Arms Deal update in August 2013, a virtual economy formed around the skins based on rarity and desirability. Because of
Glossary of video game terms (30,866 words) [view diff] exact match in snippet view article find links to article
persistent online game, such as an MMOG. Duping can vastly destabilize a virtual economy or even the gameplay itself. dynamic game difficulty balancing The
EverQuest (6,316 words) [view diff] exact match in snippet view article find links to article
hacking/stealing accounts for profit. Critics often cite how it affects the virtual economy inside the game. In 2001, the sales of in-game items for real life
Brett Atwood (525 words) [view diff] exact match in snippet view article find links to article
"in-world" virtual news bureaus that aimed to document and report on the virtual economy and activities within Second Life. In 2010, he worked with the McCormick
Team Fortress 2 (14,274 words) [view diff] exact match in snippet view article find links to article
Baumer, Matt; Kephart, Curtis (2015). Aggregate dynamics in a large virtual economy: Prices and real activity in Team Fortress 2 (Working Paper). Santa
Take On Mars (1,333 words) [view diff] exact match in snippet view article find links to article
severing their cameras, robotic arms, and individual struts and wheels. A virtual economy for the space agency that gives a budget to the player to fund missions
International Centre for Missing & Exploited Children (4,940 words) [view diff] case mismatch in snippet view article find links to article
original on February 22, 2015. Retrieved December 1, 2014. "A New Virtual Economy Poses New Challenges In Fighting Child Pornography And Child Exploitation"
Skin gambling (9,415 words) [view diff] exact match in snippet view article find links to article
and transferring through the Steam Marketplace made it a successful virtual economy. However, with increased monetary values placed on some skins, the
Technoself studies (6,497 words) [view diff] exact match in snippet view article find links to article
Participation in online communities has resulted in the creation of a virtual economy based on the semantic value of digital products. This form of online