A Model of Consumer Decision Making for a Mud Based Game

Robert E. Hooker · 2003

. A networked, multi-player, simulation-based, interactive multi-media, educational environment (the SELL game) was implemented to teach the principles of micro-economics, retailing and targeting. To effectively teach these concepts, it is necessary that an "authentic" economic simulation be provided, in order to preserve the player's interest over a period of several weeks. This paper describes the economic model underlying the simulation -- in particular stressing the elements of simplicity and plausibility that makes it succeed. Introduction SELL is a multi-user, educational, economic game implemented in LambdaMoo, which is an object-oriented MUD 1 . The SELL game economic model is designed to simulate consumer decision making. In SELL players run small retail stores located in Springfield, a virtual city of around 100,000 residents. Springfield is divided into eight neighborhoods, each with its own social and economic flavor. Each store is located in one of these neighborhoods ...

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