Speaking in a panel at Ping! Collaborate in Budapest next Thursday about how future content and journalism is financed and/or crowdsourced
Greetings! I am a Research Fellow at the Oxford Internet Institute, University of Oxford.
In my research, I examine the social and economic dimensions of new information technologies around the world. My particular areas of expertise are virtual goods, virtual currencies and online labour markets. My book Virtual Economies: Design and Analysis (with Edward Castronova) is published by MIT Press.
I have advised various companies and organizations in Europe, United States and Japan, including Rovio (Angry Birds), CCP Games (EVE Online) and the World Bank.
The Connectivity, Inclusion, and Inequality Group - a research group I belong to at the OII
Virtual Economists Ltd - my consulting and market research practice
Amimaru - a startup I co-founded that serves fans of digital Japanese pop culture
LinkedIn profile - my work history
TASO 131 - a game I created as a hobby project in the 1990s
- Latest publications
- Lehdonvirta, V. & Castronova, E. (2014) Virtual Economies: Design and Analysis. Cambridge, MA: MIT Press.
- Lehdonvirta, V., Ratan, R. A., Kennedy, T. L., & Williams, D. (2014). Pink and Blue Pixel$: Gender and Economic Disparity in Two Massive Online Games. The Information Society, vol. 30, no. 4, pp. 243-255.
- Lehdonvirta, V., & Mezier, P. (2013) Identity and Self-Organization in Unstructured Work. IS1202 Dynamics of Virtual Work Working Paper Series, no. 1.
- Lehdonvirta, V. (2014) Past and Emerging Themes in Policy and Internet Studies. Policy & Internet vol. 6, no. 2, pp. 109-114.
- Online work, labour markets, and crowdsourcing
- Lehdonvirta, V. & Ernkvist, M. (2011) Knowledge Map of the Virtual Economy. Washington DC: World Bank. presentation slides
- Lehdonvirta, V. (2014) Labour and the Internet: Takeaways From the ISA World Congress of Sociology. The Connectivity, Inclusion, and Inequality Group.
- Liu, Y., Lehdonvirta, V., Alexandrova, T. & Nakajima, T. (2012) Drawing on Mobile Crowds via Social Media. Case UbiAsk: Image Based Mobile Social Search Across Languages. Multimedia Systems, vol. 18, no. 1, pp. 53-56. presentation slides
- Lehdonvirta, V. (2010) Getting paid to party: what is the difference between work and play? Microtask blog.
- Virtual goods, currencies, and consumption
- Lehdonvirta, V. (2009) Virtual Item Sales as a Revenue Model: Identifying Attributes that Drive Purchase Decisions. Electronic Commerce Research, vol. 9, no. 1, pp. 97-113. presentation slides
- Lehdonvirta, V. (2012) A history of the digitalization of consumer culture: From Amazon through Pirate Bay to FarmVille. In: J. Denegri-Knott and M. Molesworth (eds), Digital Virtual Consumption. New York: Routledge.
- Lehdonvirta, V., Wilska, T.-A. & Johnson, M. (2009) Virtual Consumerism: Case Habbo Hotel. Information, Communication & Society, vol. 12, no. 7, pp. 1059-1079.
- Hamari, J. & Lehdonvirta, V. (2010) Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. Int. Journal of Business Science and Applied Management, vol. 5, no. 1, pp. 14-29.
- Other highlights
- Lehdonvirta, V. & Räsänen, P. (2011) How do young people identify with online and offline peer groups? A comparison between UK, Spain and Japan. Journal of Youth Studies, vol. 14, no. 1., pp. 91-108.
- Lehdonvirta, M., Nagashima, Y., Lehdonvirta, V. & Baba, A. (2012) The Stoic Male: How Avatar Gender Affects Help-Seeking Behaviour in an Online Game. Games and Culture, vol. 7, no. 1, pp. 29-47.
- Lehdonvirta, V. & Virtanen, P. (2010) A New Frontier in Digital Content Policy: Case Studies in the Regulation of Virtual Goods and Artificial Scarcity. Policy & Internet, vol. 2, no. 3, art. 2.
- Lehdonvirta, V. (2013) The Helsinki Spring: an essay on entrepreneurship and cultural change. Research on Finnish Society, vol. 6, pp. 25-28.
See my full list of publications