Last
year EVE Online, the massive multi-player online
game set in the fictional universe of New Eden, welcomed its
500,000th subscriber. (For comparison, Iceland, the country
where EVE Online developer CCP Games is based,
has a population of about 320,000.) A video game with a
nation-sized economy throws off an awful lot of data, but can
economists draw real-world lessons from the buying, selling,
stealing, and destroying of virtual space gear? Matthew Feeney
points to a few ways they are.
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