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Web address
Slogan Business is a game!
Registration Required
Available in Chinese
Owner Gamerflot Trading LTD
Created by Virtonomics Team
Launched May 30, 2009
Alexa rank
positive decrease 116,982 (April 2014)[1]

Virtonomics is a massively multiplayer online, turn-based, persistent, browser-based, business simulation game developed by Gamerflot Trading, published by UAB Marilana and launched in 2009. At the end of 2013, the game had over a million registered players. About 40% of users are casual gamers, and 60% of users use the game to learn the basics of business management. Business schools and universities use Virtonomics as an educational tool.


Virtonomics resembles Trevor Chan's business simulation game Capitalism 2.[2][3] It simulates the basic principles and processes of businesses in a competitive environment.[4] There are no predefined victory or failure conditions, and the game does not end. Players define their own end goals for the game, and try to achieve them by using strategy and tactics. Typically, the main goal is to build a successful business amidst competition.

Virtonomics is an MMO (massively multiplayer online) game, and players mainly interact with each other, rather than a computer-controlled opponent. This rewards players' communication skills and their ability to analyze and predict the behavior of the crowd. It is a turn-based game, and each turn lasts for lasts 24 hours. An average amount of time spent by players in the game varies from from 15 to 60 minutes a day. In 2014, the developers released a "fast realm", a game server, where duration of one turn is 60 minutes, was designed for players interested in short-term business training. This fast realm was specifically created for business schools, consulting companies and business training organizers.

In the game, players may engage in agriculture, exploitation of natural resources, manufacturing, trade, foreign exchange market trade, finance, personnel management, marketing, logistics, scientific research and other business processes.[5] The player also has policy instruments available to them.

At the beginning of a game, the player is given the opportunity to start their own virtual company and to develop it, competing with the other players. The player receives a starting amount of virtual currency at the beginning of a game. Virtual money is used to pay for in-game expenses and investments. It can be gained by selling products and services to other players and the population.

The economy in Virtonomics has 25 branches and about 130 types of goods. The game developers are gradually expanding this list by adding new countries, industries and products.


A prototype of Virtonomics was released in 2004, and it ran as a non-commercial project for a few years. On 11 December 2006, an updated version of the game was released in the Russian language. The game was named by Game World Navigator as the best economic online game a year later.[2][3] The game entered the global market in 2009 with a freemium model, and was translated to several other languages. Some universities and business schools have used the game business simulation Virtonomics as a training tool.[6]

Virtonomics is developed by GamerFlot Trading Ltd.


At the end of 2013, Virtonomics had over a million registered users. Of these, 40% were Russian-speaking users, 30% were English-speaking users, 15% were Spanish-speaking users. The remaining 15% where Chinese-, French- and German-speaking users.[citation needed]


  1. ^ " Site Info". Alexa Internet. Retrieved 2014-04-01. 
  2. ^ a b Экономическая онлайн-игра "Виртономика" названа лучшей игрой 2007 года [Economic online game "Virtonomica" named best game of 2007] (in Russian). Mail.Ru. 2008-01-29. Archived from the original on 2009-10-08. Retrieved 2010-03-07. 
  3. ^ a b "ВИРТОНОМИКА" – ЛУЧШАЯ БРАУЗЕРНАЯ ИГРА! ["Virtonomics" - the best browser game!]. Business Press (Alliance Media). Alliance Media National Business Partnership. Archived from the original on 2014-07-18. Retrieved 2010-03-07. 
  4. ^ Blažič, Andrej Jerman; Ribeiro, Claudia; Fernandes, João; Pereira, João; Arh, Tanja (2012). "Analysing the Required Properties of Business Simulation Games to Be Used in E-Learning and Education". Intelligent Information Management (Scientific Research Publishing) 4 (6): 348–356. doi:10.4236/iim.2012.46039. Archived from the original on 2014-07-22. Retrieved 2014-12-14. 
  5. ^ Bellotti, F; Berta, R; De Gloria, A; Lavagnino, E; Antonaci, A; Dagnino, F; Ott, M; Romero, M; Usart, M; Mayer, I.S. (2014). "Serious games and the development of an entrepreneurial mindset in higher education engineering students". Entertainment Computing (Elsevier) 5 (4). doi:10.1016/j.entcom.2014.07.003. Retrieved 2014-12-14. 
  6. ^ Reventar III, Vicente (2012-11-27). "ITM122X: Gaming and Management Games". Ateneo de Manila University. Archived from the original on 2014-12-14. Retrieved 2014-12-14. 

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