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As a gamer, you have probably been in this situation before. You love playing games online and have spent many hours going through dungeons, fighting monsters, and leveling up. But a particular dungeon has a boss with high defense and you can't seem to figure out how to defeat it no matter what tactics you try. That's when you start looking for other gamers that know the tricks of the trade. Most likely these gamers will be willing to lend their knowledge because they want other people on their team to be able to defeat bosses too. All they ask in return is that the person who received the information gives them something small - usually health or magic power or some kind of equipment item - when they pass on their knowledge. This concept is known as 'the teaching economy' and it is key to online gaming. Without this concept developers would not be able to sustain the games that we love to play. Without the balance that it provides, gamers would not feel like they were getting what they paid for and they would stop playing. It's important for developers and players both to understand the economics of advanced games. Teaching Economics 101: The Basics The initial motivation for the creation of a game comes from an item in real life; either it's a new toy, electronic device or video game. However, the reason it's so fun to play this game is because of the strategy involved. You are applying logic to situations that are different from real life. An example of real life would be the saying 'nothing is impossible'. The whole point of these games is to show off your skill level - whether it be physical, verbal or mental. It's our ability to overcome obstacles that makes these games fun. Because of the teaching economy, gamers are willing to spend their money on these items that they enjoy. Teachers get to play games for free and the game developers get the money they need to continue to develop their product. Learning Economics 101: Intermediate Level The basis of any game revolves around choosing an action and sitting back while something happens. The gamer will get an instant response, either through visual or audio cues, letting them know what happened or what didn't happen. Essentially it's like playing a game of 'rock/paper/scissors' where outcomes are based on strategy - do I go with rock (attack), paper (defense) or scissors (speed). Learning Economics 101: Advanced Level When the player receives the secret information, they will need to use their own skills of logic and strategy to overcome this new obstacle. If they don't, the experience will be negatively impacted. This is because how fun it is is based upon how well a player can manipulate these outcomes through their actions. Learning Economics 101: Gear 18 It's also possible that a successful gamer won't have a full inventory of gear 18, which means that they may not be able to use certain tactics as effectively as those who do have it. cfa1e77820
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