Farmville's Relation To Microeconomics

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Farmville's Relation to Microeconomics Farmville is considered to be a addictive game, with some simple economic principles involved. The goals involve in this game vary depending on the individual playing the game. The goals consist of: having the biggest farm, obtaining the most money, creating a farm purely for aesthetics, becoming more social, and even as simple as just wasting time. Because of these goals, the company is able to take advantage of people and charge real money for Farmville cash. Farmville cash allows the player to buy items, building, land, animals, and much more without the need to wait or even sell crops. For the players that do not wish to purchase Farmville cash and wish to obtain the most coins, playing the game is a must. The player must learn the economic system of Farmville. To obtain coins, the player must grow plant, trees, animals, or complete given task. Starting out the player is limited to the crops they are allowed to grow, due to low level, but more become available with experience. The economic system that is apparent is a simple market of buying and selling crops. A player is able to purchase seeds at a given price and sold at a given price. The price, time, the amount of money the player has is the only factor to demand. The seeds, after planted, will take a given time to grow to a full harvestable crop. Crop growth is the only reason for time, but adversely crops do wither over time. It is ultimately up to the player to choose the crops with best amount of time, based off the players schedule to prevent withering, and profit margin. When the crop is fully grow, it can be harvested by the player and will automatically receive coins with experience points, which in the future unlocks more crops and other items. The supply of seeds are constant. The seeds always have an unlimited supply at a given price, and the demand is
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