Virtonomics

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Virtonomics
Available inChinese
English
French
German
Russian
Spanish
Ukrainian
OwnerGamerflot Trading LTD
Created byVirtonomics Team
URLvirtonomics.com
RegistrationRequired

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 2006. 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.[citation needed]

Gameplay

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.

In order to efficiently emulate international business environment, Virtonomics consists of 4 simulated environments - business, economic, social, and political.

Business environment is a multilayered simulation that contains main processes of business and company management:

  • Supply chain management
  • Purchase management
  • Marketing
  • Production management
  • HR management
  • Finance management
  • R&D
  • Strategic management
  • Analysis and decision making
  • Business planning
  • Infrastructure management

The purpose of this complex simulation is not only to allow players to develop their specific managerial skills, but also to see the business as a whole.

Economic environment is a multidimensional simulation made by combining these 3 elements:

  • Geography - 33 countries and 300 cities of various sizes forms an international business environment.
  • Economic diversity - 25 different industries, 204 products, 141 different companies and subsidiaries enabling players to engage in agriculture, exploitation of natural resources, manufacturing, trade, foreign exchange market trade, power industry, etc.[5]
  • Virtual economy - main economy forming factors are decisions made by players. There is no linear scenario, algorithm, or final destination that effects economy of the game.

Social environment. 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.

Political environment. Players can form their political parties within the game and run for the post of mayor in a chose city or governor in chosen region. This allows a possibility to make even greater effect on economic conditions within the game.

Game mechanics

Virtonomics is a turn-based game, and each turn lasts for 24 hours. An average amount of time spent by players in the game varies 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. 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.

History

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.

In 2015, Virtononomics was started to use for educational purposes.[7] Daniel L. Simonds Jr, the teacher from United States of America used the system to teach the principles of economics. He challenged his students of Satri Nakhon Sawan School in Thailand to create a business empire over a 52 day period and asked them feedback on their decisions, the techniques they are using and applying it to economics theory. [8] In the University of Vilnius, a program based on Virtonomics to learn about quality management. Students invariably reported a lot of additional learning such as data analysis, business decisions, levers that make businesses successful as well as quality management. In the University College of Technology Sarawak, the program is used as one of the resource for entrepreneurs’ practical skills development.[9]

Community

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% were Chinese-, French- and German-speaking users.[citation needed]

References

  1. ^ "Virtonomics.com Site Info". Alexa Internet. Retrieved 2014-04-01.
  2. ^ a b Экономическая онлайн-игра "Виртономика" названа лучшей игрой 2007 года (in Russian). Mail.Ru. 2008-01-29. Archived from the original on 2009-10-08. Retrieved 2010-03-07. {{cite web}}: Unknown parameter |trans_title= ignored (|trans-title= suggested) (help)
  3. ^ a b "ВИРТОНОМИКА" – ЛУЧШАЯ БРАУЗЕРНАЯ ИГРА!. Business Press (Alliance Media). Alliance Media National Business Partnership. Archived from the original on 2014-07-18. Retrieved 2010-03-07. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help); Unknown parameter |trans_title= ignored (|trans-title= suggested) (help)
  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. 4 (6). Scientific Research Publishing: 348–356. doi:10.4236/iim.2012.46039. Archived from the original on 2014-07-22. Retrieved 2014-12-14. {{cite journal}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: unflagged free DOI (link)
  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. 5 (4). Elsevier. doi:10.1016/j.entcom.2014.07.003. Retrieved 2014-12-14.
  6. ^ Reventar III, Vicente (2012-11-27). "ITM122X: Gaming and Management Games" (PDF). Ateneo de Manila University. Archived from the original (PDF) on 2014-12-14. Retrieved 2014-12-14. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  7. ^ Declan Doyle, F. William Brown, (2000). Using a business simulation to teach applied skills – the benefits and the challenges of using student teams from multiple countries, Journal of European Industrial Training, Vol. 24 Iss: 6
  8. ^ http://dansimondsmuids.weebly.com/virtonomics-entrepreneurship-project.html
  9. ^ http://www.ucts.edu.my/what-we-do.html

External links

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