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Nariya Kentaya
Coalition Of Gentlemen.
Posted - 2011.08.24 14:44:00 - [1]
 

ok, first of all, im in an engineering design and development course...
teacher saw me playing eve on a computer in the back (gosh darn lanschool)
so, she thought the game looks interesting and now i have to make a 3 minute presentation on the economical and social impacts of manufacturing comparing EVE to the real world and how they are similar...

anyone got any ideas on how i could do this effectively? (grades really matter, because were all competeting for a paid-internship to a couple of engineering companies)

Sidus Isaacs
Gallente
Posted - 2011.08.24 14:49:00 - [2]
 

You play EVE, you tell us :)

Head over to the market forum sub section I guess.

Also, why are you playing in class? you should be paying attention ;)

Verinoch
Posted - 2011.08.24 14:52:00 - [3]
 

lol, rumbled

Bane Necran
Minmatar
Posted - 2011.08.24 15:01:00 - [4]
 

Well, the engineer is primarily an area denial role, but also has some support features. I'd say they have most in common with a POS in 0.0 space.

Lithalnas
Amarr
Privateers
Privateer Alliance
Posted - 2011.08.24 15:03:00 - [5]
 

Its actually very similar to modern economic principles, I suggest you wiki Macro Economics and look at some textbooks. For instance, Technicium is a high end commodity, it has complimentary commodities of every other moon goo. So when Tech goes high, the demand for it lessesn, In turn the the demand a price of other moon goo goes down because people need less of it because they are making less T2 materials. Alternatively, when Tech goes down, everything else goes up because people are making more Tech 2 because the bottleneck has lessened.

You can also do a pure supply and demand plot of PLEX prices. Plot the daily price of Plexes vs Volume and you will get a demand curve. More volume at a lower price and Lower volume at a high price. And if you are really good you can plot a supply curve using the sell orders from the market to plot price vs volume. (not volume is the sum of supplied under said price)

You can also write about market volatility and the markets reaction to events. For instance, Strontium and jump fuel is an indicator of 0.0 warfare level. Stront has flattened at a level of I think 450, which is a high number, but is down from the highs in March. If I remember correctly, March is when NC fell apart, PL shot at goons the south was on fire. when calmness returns to eve, Stront and fump fuel will go down until someone starts a new war.

And on that note, dont play game in class you juvenile delinquent.

Slave 11726
Posted - 2011.08.24 15:09:00 - [6]
 

haha, if grades matter that much, why are you playing EVE in class?
You think engineering companies are going to pay you to play EVE?

Anyways, 3 minutes is enough to explain EVE is an MMORPG after that, you're out of time.

You could also talk about the $-->PLEX<-->ISK flow, that gives players the illusion that their isk is actually worth something
in real life, while in fact it is not, but then again, you only have 3 minutes.

Herzog Wolfhammer
Gallente
Sigma Special Tactics Group
Posted - 2011.08.24 15:15:00 - [7]
 

Originally by: Nariya Kentaya
ok, first of all, im in an engineering design and development course...
teacher saw me playing eve on a computer in the back (gosh darn lanschool)
so, she thought the game looks interesting and now i have to make a 3 minute presentation on the economical and social impacts of manufacturing comparing EVE to the real world and how they are similar...

anyone got any ideas on how i could do this effectively? (grades really matter, because were all competeting for a paid-internship to a couple of engineering companies)


Were you asked if you brought enough PLEX for everybody?



Akita T
Caldari Navy Volunteer Task Force
Posted - 2011.08.24 15:46:00 - [8]
 

Edited by: Akita T on 24/08/2011 15:48:47

Originally by: Nariya Kentaya
i have to make a 3 minute presentation on the economical and social impacts of manufacturing comparing EVE to the real world and how they are similar


KEY SIMILARITIES:

* heavily monetized economies - (almost) everything can and will be exchanged for "money" back and forth = (mostly) free market economies

* different stages of production (even different in count per type of good) and how a significant amount of people choose to specialize in one or a few - raw material extraction (mining, PI harvesting, etc) and/or component harvesting (salvaging, datacores, etc), initial processing (refining, reactions, some PI), intermediate processing (capital component manufacture, T2 component manufacture), high-level processing (capship manufacture, T2 manufacture)

* investment of time and/or assets (mainly but not only funds) can increase efficiency and profitability - blueprint research, higher skills, "hiring" a higher-skilled person, etc

* globalization is akin to "just go to Jita" - a bit of a stretch, but close enough



KEY DIFFERENCES // PECULIARITIES OF EVE:

* NO DECAY (for the most part) - items do not break down with use ; however, asset destruction is far more common than in the real world

* "sinks and faucets" monetary model instead of the overwhelming prevalence of debt-based bank account money ; no institutionalized//legalized debt handling methods

* difficult to really "go bankrupt" with a small-scale business if you are willing to put in some extra work - the "minerals I mine // datacores I harvest // components I gather myself are free, therefore they must be worthless, or at least worth less than their market price" fallacy at work (poor accounting practices combined with multiple revenue steams)

* the "alternate universe" // "deux ex machina" situation - the exchange of RL cash into game ISK via GTC/PLEX

* you CAN (to some better degree than in RL) accurately predict "the future" in EVE (patch notes, test server), which changes the market dynamics (the markets usually react in a way you'd think breaks causality - prices jump before the change happens, effect coming before cause)

* rules and regulations are... weirder (the list is much longer, mentioning just a few) : shorting next to impossible (therefore not regulated), taxes are extremely low (and I don't mean player corp taxes) which means the economy runs closer to its highest possible efficiency, and quite frankly that should already be far more than just 3 minutes, so I'll just stop here

Obsidian Hawk
RONA Corporation
RONA Directorate
Posted - 2011.08.24 17:25:00 - [9]
 

here is something to look at.


Find the dev blog about mission loot changes and the cool spread sheets about the change of drone compounds.

Note the difference in nocxium drops.

Compare it to the 1 year graph of nocxium in jita.

stoicfaux
Gallente
Posted - 2011.08.24 17:49:00 - [10]
 

Originally by: Akita T

KEY DIFFERENCES // PECULIARITIES OF EVE:



Don't forget having near perfect knowledge.

There are no significant unknowns in the manufacturing process. Blueprint + X Supply of Minerals/Components = 100% quality assured product. (Well, that's not true with invention but it's still predictable/reliable.)

No one can build a better widget in order to gain a competitive edge, because the rules for building widgets are the same and are immutable until CCP decides to change them.

The rule of law doesn't exist in Eve because there's no way to reliably enforce individual accountability. There's no way to enforce contractual agreements, thus banks and other financial institutions aren't viable, etc..

I think what I'm saying is that Eve's economy is effectively a closed system and would be envied by China's Communist Party rulers for its edgy capitalistic aspects while still remaining predictable and thus controllable.


Nariya Kentaya
Coalition Of Gentlemen.
Posted - 2011.08.24 18:56:00 - [11]
 

thanks alot for all your help guys, gonna need to write this paper here in a few.

also good to know there are intelligent players in an MMO for once, prolly wouldnt get answers this informative from any other online community.


 

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