Researching virtual economies to learn about real ones

Unfortunately, the article doesn't go too deeply into their results (and it only talks about their findings from Everquest), but there is one nugget of conclusion: the economists saw inflation spike in one server over 50% in just five months. They say that the population rose on the server, which apparently made some items hard to find, thus raising prices. Economists say they've seen that same thing in the real world before: in developing nations, and in war zones. We can probably see similar effects right around a patch, or even just on weekends. As more people run to the AH to buy certain items, inscriptions or enchants, the price on those is going to rise. Interesting stuff -- it would be cool to hear what other similarities these guys have found between the virtual world and the real.
Filed under: Patches, Items, Analysis / Opinion, Odds and ends, Blizzard, Making money
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While we were all wildin' out at
Gamasutra has 

This is only slightly WoW-related, but it's worth a mention, I think, considering that when it happens, you'll be able to tell all your friends just what these things are.
Well, 
If America's bankers want to get back into Moneytown, apparently they could do a lot worse than designing a hit MMO -- a study by a group named Screen Digest says that
Ever since
Blizzard dropped a bombshell on 




