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Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs.While the relevance of virtual world economics to physical world economics has been questioned, it has been shown the users of virtual worlds respond to economic stimuli (such as the law of supply and demand) in the same way that people do in the physical world.

While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds.The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare.Most MMORPGs have real-time actions and communication.Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities.Communication is usually textual, but real-time voice communication is also possible.The initial game could only be played on an Imlac, as it was specifically designed for this type of computer.The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes.Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.Massively multiplayer online games depict a wide range of worlds, including those based on science fiction, the real world, super heroes, sports, horror, and historical milieus.The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy.The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods.

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