While copyright and virtual goods both impose artificial scarcity on non-rivalrous matter, copyright is designed to provide incentives to producers, while in virtual goods scarcity provides benefits to consumers directly.
Economic sociologist, virtual economies and digital work
Gave a talk at OII’s Brown Bag seminar series on Virtual Economies & Digital Task Marketplaces
I am organizing a Training School on Theoretical and Methodological Approaches to Virtual Work in Malta on 16-20 Sep. Funding available for doctoral students and postdocs.
New job! On May 1, I am starting as a Research Fellow (broadly equivalent to a US Assistant Professor) at the Oxford Internet Institute, University of Oxford.
Inspired by a Guardian article touching on the sociology and psychology of virtual item trade, I put up a web version of my 2009 PhD thesis, Virtual Consumption
My GDC lecture on Designing Virtual Markets for Fun and Profit is now online (slides + audio!)
Giving a lecture on Designing Virtual Markets for Fun and Profit on Wednesday 5-6pm, Room 130, North Hall, Game Developers Conference, San Francisco. See you there!
Presenting today at the Research Seminar in Culture, Media and Creative Industries at King’s College London on “Living on the virtual assembly line: Self-control and identity among hypertemporary online workers”
Chairing a public lecture by Ping Fu on Digital Reality - Life in Two Worlds: The Physical World We Inhabit and the Digital Universe We Create at the LSE tomorrow.
Tietoviikko listed me as one of the 100 most influential people in Finnish ICT.
I will give a one-hour lecture on Designing Virtual Markets for Fun and Profit at the Game Developers Conference 2013, San Francisco 25-29 March. See you there!
Kicked off the European research network for Dynamics of Virtual Work in Brussels yesterday. I was appointed to lead the Early Stage Researchers subgroup.
World Bank ICT Sector Unit published its flagship report IC4D 2012: Maximizing Mobile. I played a small role as a reviewer.
Lectured on virtual currencies, microwork and crowdfunding at the World Bank Training Program on Innovation Policy for ICT organized by Aalto Global Impact
Blast from the past: TASO 131, a multiplayer action/RTS game I developed for PC in the 1990s is now available for Mac/Windows using emulation. Video and download
My consulting arm Virtual Economists published the Mobile Games Virtual Goods & Currencies Pricing Report 1/2012, based on data on over 2,000 items and 200 currency packs.
YLE put me on their list of Finland’s top 100 most influential tweeters
Just signed a contract with MIT Press! They will publish a book I’m writing with professor Edward Castronova, tentatively titled Virtual Economies: Design and Analysis. Available in summer 2013.
Gave a talk on Business Model Innovation in the Digital Entertainment Sector: Implications for Policy at the World Bank/infoDev Training Program on Innovation Policy for ICT
New paper: Gendered economic disparity in two massive online games (EVE and EQ2), co-authored with R. Ratan, T. Kennedy and D. Williams, selected as ICA Games division top paper
My essay, A history of the digitalization of consumer culture: From Amazon through Pirate Bay to FarmVille, was published as the opening chapter of Digital Virtual Consumption, edited by M. Molesworth and J. Denegri-Knott