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	<title>Comments on: The Revolutionary Business of Multiplayer Gaming</title>
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	<link>http://abovethecrowd.com/2004/10/19/the-revolutionary-business-of-multiplayer-gaming/</link>
	<description>...focusing on the evolution and economics of high technology business and strategy.  By day, I am a venture capitalist at Benchmark Capital.</description>
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		<title>By: John_Mayor</title>
		<link>http://abovethecrowd.com/2004/10/19/the-revolutionary-business-of-multiplayer-gaming/#comment-176</link>
		<dc:creator><![CDATA[John_Mayor]]></dc:creator>
		<pubDate>Thu, 08 Jan 2009 11:59:07 +0000</pubDate>
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		<description><![CDATA[With the increase of connection possibilityies among users the latest models ( ex, http//www.bossingame.com ) re using more complexe models were clients actions are strongly influenced by the sellers ability to dynamically react to other sellers actions.]]></description>
		<content:encoded><![CDATA[<p>With the increase of connection possibilityies among users the latest models ( ex, http//www.bossingame.com ) re using more complexe models were clients actions are strongly influenced by the sellers ability to dynamically react to other sellers actions.</p>
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		<title>By: perfectcompetition.net Business Game</title>
		<link>http://abovethecrowd.com/2004/10/19/the-revolutionary-business-of-multiplayer-gaming/#comment-10</link>
		<dc:creator><![CDATA[perfectcompetition.net Business Game]]></dc:creator>
		<pubDate>Sun, 23 Apr 2006 01:23:17 +0000</pubDate>
		<guid isPermaLink="false">http://abovecrowd.wordpress.com/2004/10/19/the-revolutionary-business-of-multiplayer-gaming/#comment-10</guid>
		<description><![CDATA[There are two kinds of MMOGs: one is a MMOG that extends a single player game and allows people to play the game jointly online; and two is a MMOG that is designed from the outset to be multiplayer where the environment and outcomes for individual players depend on the actions of every player (eg, www.perfectcompetition.net)  The latter, of course, derives from the field of experimental economics.
]]></description>
		<content:encoded><![CDATA[<p>There are two kinds of MMOGs: one is a MMOG that extends a single player game and allows people to play the game jointly online; and two is a MMOG that is designed from the outset to be multiplayer where the environment and outcomes for individual players depend on the actions of every player (eg, <a href="http://www.perfectcompetition.net" rel="nofollow">http://www.perfectcompetition.net</a>)  The latter, of course, derives from the field of experimental economics.</p>
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		<title>By: Alex Rowland</title>
		<link>http://abovethecrowd.com/2004/10/19/the-revolutionary-business-of-multiplayer-gaming/#comment-11</link>
		<dc:creator><![CDATA[Alex Rowland]]></dc:creator>
		<pubDate>Mon, 21 Mar 2005 23:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://abovecrowd.wordpress.com/2004/10/19/the-revolutionary-business-of-multiplayer-gaming/#comment-11</guid>
		<description><![CDATA[I think you forgot one thing in your list of reasons why these games have such enviable business models (although you do touch on it earlier).  Unique sources of revenue.  Sale of property and goods in these communities can be a real boon for both the MMOG and the players.  If SecondLife can retain some laws of the physical universe (such as scarcity), they could generate new income streams that would ultimately rival (and maybe supplant?) those nasty monthly retainers (which really form the primary barrier to entry).
]]></description>
		<content:encoded><![CDATA[<p>I think you forgot one thing in your list of reasons why these games have such enviable business models (although you do touch on it earlier).  Unique sources of revenue.  Sale of property and goods in these communities can be a real boon for both the MMOG and the players.  If SecondLife can retain some laws of the physical universe (such as scarcity), they could generate new income streams that would ultimately rival (and maybe supplant?) those nasty monthly retainers (which really form the primary barrier to entry).</p>
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