# EVE Online
**Domain:** Persistent virtual worlds
**Doc Type:** Developed Artifact Node
**Maturity:** Developed
**Collection:** [[collections/Gamification|Gamification Collection]]
## Definition
**EVE Online** is a persistent online world launched by CCP Games in 2003. Players organize corporations and alliances, build economies, claim territory, conduct espionage, wage wars, and destroy assets whose acquisition required substantial player time and market value.
## Significance
EVE is important less as a combat game than as a laboratory of long-horizon coalitionary action. Trust, logistics, intelligence, infiltration, diplomacy, propaganda, and institutional memory can matter more than individual reflexes. Consequences persist in the shared world, making it a stronger substitute for planning and status than a resettable match.
## Boundary
In-world assets and losses are consequential to players, but they are not interchangeable with physical injury or political sovereignty.
## Sources
- CCP Games, [What is EVE Online?](https://www.eveonline.com/discover)
## Routes
[[wiki/Coalitionary Aggression|Coalitionary Aggression]] · [[wiki/Non-Substitutability|Non-Substitutability]] · [[wiki/Diplomacy|Diplomacy]]