  Hyperinflation and price volatility in virtual economies has the potential to
reduce player satisfaction and decrease developer revenue. This paper describes
intuitive analytical methods for monitoring volatility and inflation in virtual
economies, with worked examples on the increasingly popular multiplayer game
Old School Runescape. Analytical methods drawn from mainstream financial
literature are outlined and applied in order to present a high level overview
of virtual economic activity of 3467 price series over 180 trading days.
Six-monthly volume data for the top 100 most traded items is also used both for
monitoring and value estimation, giving a conservative estimate of exchange
trading volume of over {\pounds}60m in real value. Our worked examples show
results from a well functioning virtual economy to act as a benchmark for
future work. This work contributes to the growing field of virtual economics
and game development, describing how data transformations and statistical tests
can be used to improve virtual economic design and analysis, with applications
in real-time monitoring systems.
