Virtonomics
Virtonomics is a series of massively multiplayer business simulation games. Virtonomics business games are used both for useful entertainment and for the development of managerial and entrepreneurial skills.[2] "Virtonomics Entrepreneur" is positioned by the publisher as an educational online business simulation game for entrepreneurs and startups.[3][4] "Virtonomics Business War" is an entertaining economic online game with elements of PvP. "Virtonomics Tycoon" is a most famous classic online business simulation game developed by Cypriot studio Gamerflot Trading, published by UAB Marilana and launched in 2006.
Type of site | Business simulation game, Massively multiplayer online game, Strategy Game, Turn-based, strategy games, business game, Simulation, serious games, Tycoon games |
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Available in | English French German Russian Spanish Ukrainian |
Owner | Gamerflot Trading LTD |
Created by | Virtonomics Team |
URL | virtonomics.com |
Alexa rank | |
Registration | Required |
Launched | December 11, 2006 |
Gameplay
Virtonomics resembles Trevor Chan's business simulation game Capitalism 2.[5][6] It simulates the basic principles and processes of businesses in a competitive environment.[7] 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 achieve them using strategy and tactics. Typically, the main goal is to build a successful business amidst competition.
Virtonomics is a multiplayer game, and players mainly interact with other players as well as with a computer-controlled opponent. It is turn-based game, and each turn lasts a fixed length of time. Generally, turns are a day long, and for a regular player, the game required 15 to 60 minutes a day. In 2014, the developers released a "fast realm", a game server where turns were an hour long; this was designed for players in short-term business training.
Currently Virtonomics has six realms: Vera, Olga, Mary, Lien, Fast and Anna.
In the game, players may engage in agriculture, exploitation of natural resources, manufacturing, retail, foreign exchange market trade, finance, personnel management, marketing, logistics, scientific research and other business processes.[8]
History
Virtonomics is developed by GamerFlot Trading Ltd. A prototype of Virtonomics called Money Mania was released in 2004, and it ran as a non-commercial project for a few years. On 11 December 2006, Money Mania was renamed Virtonomics, and released in the Russian language. The game was named by Game World Navigator as the best economic online game of 2007.[5][6][9] The game entered the global market in 2009 with a freemium model, and was translated to several other languages.
References
- "Virtonomics.com Site Info". Alexa Internet. Retrieved 2014-04-01.
- They're all building and managing start-ups in various industries, in an open world with endless scenarios
- Morabito, Vincenzo (2015-01-31). Big Data and Analytics: Strategic and Organizational Impacts. Springer. ISBN 9783319106656.
- Dale, Holt (2011-09-30). Professional Education Using E-Simulations: Benefits of Blended Learning Design: Benefits of Blended Learning Design. IGI Global. ISBN 9781613501900.
- 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.
- "ВИРТОНОМИКА" – ЛУЧШАЯ БРАУЗЕРНАЯ ИГРА! ["Virtonomics" - the best browser game!]. Business Press (Alliance Media) (in Russian). Alliance Media National Business Partnership. Archived from the original on 2014-07-18. Retrieved 2010-03-07.
- Blažič, Andrej; 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. p. 352. OCLC 840011956.
- 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): 357–366. doi:10.1016/j.entcom.2014.07.003.
- Chinarova, Catherine (2006). "Бизнесмен играющий" [Business Gaming] (PDF). Бизнес-журнал (in Russian). 36 (24): 91. Archived (PDF) from the original on 2016-01-02. Retrieved 2016-01-05.