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Virtueller Konsum - Warenkörbe, Wägungsschemata und Verbraucherpreisindizes in virtuellen Welten
(2015)
Virtual worlds have been investigated by several academic disciplines for several years, e.g. sociology, psychology, law and education. Since the developers of virtual worlds have implemented aspects like scarcity and needs, even economic research has become interested in these virtual environments. Exploring virtual economies mainly deals with the research of trade regarding the virtual goods used to supply the emerged needs. On the one hand, economics analyzes the meaning of virtual trade according to the overall interpretation of the economical characteristics of virtual worlds. As some virtual worlds allow the change of virtual world money with real money and vice versa, virtual goods are traded by the users for real money, researchers on the other hand, study the impact of the interdependencies between virtual economies and the real world. The presented thesis mainly focuses on the trade within virtual worlds in the context of virtual consumption and the observation of consumer prices. Therefore, the four virtual worlds World of Warcraft, RuneScape, Entropia Universe and Second Life have been selected. There are several components required to calculate consumer price indices. First, a market basket, which contains the relevant consumed goods existing in virtual worlds, must be developed. Second, a weighting scheme has to be established, which shows the dispersion of consumer tendencies. Third, prices of relevant consumer goods have to be taken. Following real world methods, it is the challenge to apply those methods within virtual worlds. Therefore, this dissertation contains three corresponding investigation parts. Within a first analysis, it will be evaluated, in how far virtual worlds can be explored to identify consumable goods. As a next step, the consumption expenditures of the avatars will be examined based on an online survey. At last, prices of consumable goods will be recorded. Finally, it will be possible to calculate consumer price indices. While investigating those components, the thesis focuses not only on the general findings themselves, but also on methodological issues arising, like limited access to relevant data, missing legal legitimation or security concerns of the users. Beside these aspects, the used methods also allow the examination of several other economic aspects like the consumption habits of the avatars. At the end of the thesis, it will be considered to what extent virtual world economic characteristics can be compared with the real world.
Aspects like the important role of weapons or the different usage of food show significant differences to the real world, caused by the business models of virtual worlds.
The search for scientific literature in scientific information systems is a discipline at the intersection between information retrieval and digital libraries. Recent user studies show two typical weaknesses of the classical IR model: ranking of retrieved and maybe relevant documents and the language problem during the query formulation phase. At the same time traditional retrieval systems that rely primarily on textual document and query features are stagnating for years, as it could be observed in IR evaluation campaigns such as TREC or CLEF. Therefore alternative approaches to surpass these two problem fields are needed. Two different search support systems are presented in this work and evaluated with a lab evaluation using the IR test collection GIRT and iSearch with 150 and 65 topics, respectively. These two systems are (1) a query expansion that is based on the analysis of co-occurrences of document attributes and (2) a ranking mechanism that applies informetric analysis of the productivity of information producers in the information production process. Both systems were compared to a baseline system using the Solr search engine. Both methods showed positive effects when applying additional document attributes like author names, ISSN codes and controlled terms. The query expansion showed an improvement in precision (bpref +12%) and in recall (R +22%).
he alternative ranking methods were able to compete with the baseline for author names and ISSN codes and were able to beat the baseline by using controlled terms (MAP +14%). A clear negative influence was seen when using entities like publishers or locations. Both methods were able to generate a substantially different sorting of the result set, measured using Kendall. So, additional to the improved relevance in the result list, the user can get a new and different view on the document set. Query expansion using author names, ISSN codes and thesaurus terms showed great potential that lies within the rich metadata sets of digital library systems. The proposed ranking methods could outperform standard relevance ranking methods after they were filtered by the existence of a so-called power law. This showed that the proposed ranking methods cannot be used universally in any case but require specific frequency distributions in the metadata. A connection between the underlying informetric laws of Bradford, Lotka and Zipf is made clear. The evaluated methods were implemented as interactive search supporting systems that can be used in an interactive prototype and the social science digital library system Sowiport. Besides that, the methods are adaptable to other systems and environments using a free software framework and a web API.