Last year EVE Online, the massive multi-player online game set in the fictional universe of New Eden, welcomed its 500,000th subscriber. (For comparison, Iceland, the country where EVE Online developer CCP Games is based, has a population of about 320,000.) A video game with a nation-sized economy throws off an awful lot of data, but can economists draw real-world lessons from the buying, selling, stealing, and destroying of virtual space gear? Matthew Feeney points to a few ways they are.
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