際際滷shows by User: vlehdonv / http://www.slideshare.net/images/logo.gif 際際滷shows by User: vlehdonv / Mon, 31 Mar 2014 12:12:31 GMT 際際滷Share feed for 際際滷shows by User: vlehdonv Economic Balancing and Improved Monetization Through Clever Sink Design (GDC 2014 F2P Summit) /slideshow/economic-balancing-and-improved-monetization-through-clever-sink-design-gdc-2014-f2p-summit/32948445 gdc14sinksslideshare-140331121231-phpapp01
My short lecture at the Game Developers Conference 2014 Free to Play Design & Business Summit on 18 March. Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it's important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations.]]>

My short lecture at the Game Developers Conference 2014 Free to Play Design & Business Summit on 18 March. Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it's important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations.]]>
Mon, 31 Mar 2014 12:12:31 GMT /slideshow/economic-balancing-and-improved-monetization-through-clever-sink-design-gdc-2014-f2p-summit/32948445 vlehdonv@slideshare.net(vlehdonv) Economic Balancing and Improved Monetization Through Clever Sink Design (GDC 2014 F2P Summit) vlehdonv My short lecture at the Game Developers Conference 2014 Free to Play Design & Business Summit on 18 March. Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it's important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdc14sinksslideshare-140331121231-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My short lecture at the Game Developers Conference 2014 Free to Play Design &amp; Business Summit on 18 March. Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it&#39;s important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations.
Economic Balancing and Improved Monetization Through Clever Sink Design (GDC 2014 F2P Summit) from Vili Lehdonvirta
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Designing Virtual Markets for Fun and Profit - GDC 2013 /slideshow/designing-virtual-markets-for-fun-and-profit/18000932 041112designingvirtualmarketsforfunandprofitslideshare-130401111553-phpapp01
Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end. Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals. About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press. http://schedule2013.gdconf.com/session-id/822302]]>

Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end. Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals. About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press. http://schedule2013.gdconf.com/session-id/822302]]>
Mon, 01 Apr 2013 11:15:53 GMT /slideshow/designing-virtual-markets-for-fun-and-profit/18000932 vlehdonv@slideshare.net(vlehdonv) Designing Virtual Markets for Fun and Profit - GDC 2013 vlehdonv Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end. Abstract: Today's games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals. About the speaker: Dr Vili Lehdonvirta is one of the world's leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web's first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press. http://schedule2013.gdconf.com/session-id/822302 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/041112designingvirtualmarketsforfunandprofitslideshare-130401111553-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Lecture given at the Game Developers Conference, San Francisco, 27 March 2013. Hit play to hear the audio! Some bonus slides not shown during the lecture are at the end. Abstract: Today&#39;s games are full of different kinds of markets for buying and selling virtual goods and currencies, such as item shops, auction houses, NPC vendors, and real-money marketplaces. Some markets are player-to-player, some are publisher-to-player, and some involve even more parties. Some markets are fun to use, some are quick and efficient, and some generate social interaction. Based on economic theory, consulting experience, and real examples, this lecture shows you how to approach this complex space in a structured manner in order to design great markets that support your gameplay or monetization goals. About the speaker: Dr Vili Lehdonvirta is one of the world&#39;s leading scholars dealing with virtual goods and currencies. He is a visiting fellow at the London School of Economics, an adjunct professor at the University of Turku, and the principal author of the World Bank report on virtual economies. He has advised leading interactive entertainment companies including Rovio (Angry Birds), Sulake (Habbo), CCP Games (EVE Online), Digital Chocolate, Gameforge, and Live Gamer. He has lectured at the Game Developers Conference, Game Developers Conference China, Online and Social Games Summit, Virtual Goods Summit, and numerous other industry events. Before his academic career, Lehdonvirta worked as a game developer, creating some of the web&#39;s first real-time multiplayer games with a micropayment revenue model. His book on virtual economy design (with Edward Castronova) will be published by MIT Press. http://schedule2013.gdconf.com/session-id/822302
Designing Virtual Markets for Fun and Profit - GDC 2013 from Vili Lehdonvirta
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Game Ecosystems - Business Model Innovation in the Digital Entertainment Sector: Implications for Policy /slideshow/game-ecosystems-business-model-innovation-in-the-digital-entertainment-sector-implications-for-policy/13250926 290512gameecosystems-120608112110-phpapp02
際際滷s of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012 Thanks to KooPee Hiltunen and Neogames for the figures!]]>

際際滷s of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012 Thanks to KooPee Hiltunen and Neogames for the figures!]]>
Fri, 08 Jun 2012 11:21:07 GMT /slideshow/game-ecosystems-business-model-innovation-in-the-digital-entertainment-sector-implications-for-policy/13250926 vlehdonv@slideshare.net(vlehdonv) Game Ecosystems - Business Model Innovation in the Digital Entertainment Sector: Implications for Policy vlehdonv 際際滷s of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012 Thanks to KooPee Hiltunen and Neogames for the figures! <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/290512gameecosystems-120608112110-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s of the presentation I gave at the World Bank/infoDev Training Program on Innovation Policy for ICT @ Aalto University 7 June 2012 Thanks to KooPee Hiltunen and Neogames for the figures!
Game Ecosystems - Business Model Innovation in the Digital Entertainment Sector: Implications for Policy from Vili Lehdonvirta
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Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics Textbook /slideshow/designing-virtual-currency-lehdonvirta-gdc-2012/11913252 designingvirtualcurrencylehdonvirtagdc2012-120307183145-phpapp01
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract: Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included. http://virtualeconomists.com]]>

Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract: Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included. http://virtualeconomists.com]]>
Wed, 07 Mar 2012 18:31:44 GMT /slideshow/designing-virtual-currency-lehdonvirta-gdc-2012/11913252 vlehdonv@slideshare.net(vlehdonv) Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics Textbook vlehdonv Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract: Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included. http://virtualeconomists.com <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/designingvirtualcurrencylehdonvirtagdc2012-120307183145-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract: Many games today feature virtual money of some sort, whether a &quot;hard currency&quot; sold for real money or a &quot;soft currency&quot; earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don&#39;t always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists&#39; advice on its head and come up with a guideline for designing &quot;bad money&quot;! Both historical and virtual examples are included. http://virtualeconomists.com
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics Textbook from Vili Lehdonvirta
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Knowledge Map of the Virtual Economy: an Introduction /slideshow/knowledge-map-of-the-virtual-economy-an-introduction/7561343 070411kmveintroduction-110408081703-phpapp02
Presentation introducing the World Bank virtual economy report, which is available at http://www.infodev.org/en/Document.1076.pd. Delivered at the FPD Forum, 7 April 2011, Washington D.C.]]>

Presentation introducing the World Bank virtual economy report, which is available at http://www.infodev.org/en/Document.1076.pd. Delivered at the FPD Forum, 7 April 2011, Washington D.C.]]>
Fri, 08 Apr 2011 08:17:02 GMT /slideshow/knowledge-map-of-the-virtual-economy-an-introduction/7561343 vlehdonv@slideshare.net(vlehdonv) Knowledge Map of the Virtual Economy: an Introduction vlehdonv Presentation introducing the World Bank virtual economy report, which is available at http://www.infodev.org/en/Document.1076.pd. Delivered at the FPD Forum, 7 April 2011, Washington D.C. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/070411kmveintroduction-110408081703-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation introducing the World Bank virtual economy report, which is available at http://www.infodev.org/en/Document.1076.pd. Delivered at the FPD Forum, 7 April 2011, Washington D.C.
Knowledge Map of the Virtual Economy: an Introduction from Vili Lehdonvirta
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Virtual goods in context: digitalization of consumption /slideshow/virtual-goods-in-context-digitalization-of-consumption/2054914 210909-090923171003-phpapp01
Vili Lehdonvirta's presentation at Virtual Goods Conference, 23 September 2009, San Jose. Download my PhD dissertation "Virtual Consumption" at http://virtual-economy.org/blog/virtual_consumption_the_thesis]]>

Vili Lehdonvirta's presentation at Virtual Goods Conference, 23 September 2009, San Jose. Download my PhD dissertation "Virtual Consumption" at http://virtual-economy.org/blog/virtual_consumption_the_thesis]]>
Wed, 23 Sep 2009 17:07:31 GMT /slideshow/virtual-goods-in-context-digitalization-of-consumption/2054914 vlehdonv@slideshare.net(vlehdonv) Virtual goods in context: digitalization of consumption vlehdonv Vili Lehdonvirta's presentation at Virtual Goods Conference, 23 September 2009, San Jose. Download my PhD dissertation "Virtual Consumption" at http://virtual-economy.org/blog/virtual_consumption_the_thesis <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/210909-090923171003-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Vili Lehdonvirta&#39;s presentation at Virtual Goods Conference, 23 September 2009, San Jose. Download my PhD dissertation &quot;Virtual Consumption&quot; at http://virtual-economy.org/blog/virtual_consumption_the_thesis
Virtual goods in context: digitalization of consumption from Vili Lehdonvirta
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Virtual worlds don't exist /slideshow/virtual-worlds-dont-exist/352517 vwde-1208188004878034-8
際際滷s accompanying Vili Lehdonvirta's presentation at Breaking the Magic Circle on 10 April 2008. Related paper available at http://virtual-economy.org/bibliography/lehdonvirta_vili/2008/virtu]]>

際際滷s accompanying Vili Lehdonvirta's presentation at Breaking the Magic Circle on 10 April 2008. Related paper available at http://virtual-economy.org/bibliography/lehdonvirta_vili/2008/virtu]]>
Mon, 14 Apr 2008 08:50:06 GMT /slideshow/virtual-worlds-dont-exist/352517 vlehdonv@slideshare.net(vlehdonv) Virtual worlds don't exist vlehdonv 際際滷s accompanying Vili Lehdonvirta's presentation at Breaking the Magic Circle on 10 April 2008. Related paper available at http://virtual-economy.org/bibliography/lehdonvirta_vili/2008/virtu <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vwde-1208188004878034-8-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s accompanying Vili Lehdonvirta&#39;s presentation at Breaking the Magic Circle on 10 April 2008. Related paper available at http://virtual-economy.org/bibliography/lehdonvirta_vili/2008/virtu
Virtual worlds don't exist from Vili Lehdonvirta
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https://cdn.slidesharecdn.com/profile-photo-vlehdonv-48x48.jpg?cb=1522788968 Please see my homepage at http://vili.lehdonvirta.com vili.lehdonvirta.com https://cdn.slidesharecdn.com/ss_thumbnails/gdc14sinksslideshare-140331121231-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/economic-balancing-and-improved-monetization-through-clever-sink-design-gdc-2014-f2p-summit/32948445 Economic Balancing and... https://cdn.slidesharecdn.com/ss_thumbnails/041112designingvirtualmarketsforfunandprofitslideshare-130401111553-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/designing-virtual-markets-for-fun-and-profit/18000932 Designing Virtual Mark... https://cdn.slidesharecdn.com/ss_thumbnails/290512gameecosystems-120608112110-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/game-ecosystems-business-model-innovation-in-the-digital-entertainment-sector-implications-for-policy/13250926 Game Ecosystems - Busi...