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Virtual Economy in MMORPGs
by Steven Golden
In the world of Azeroth, life can be cheap
but saving up for that much desired epic mount can take months of
labour. Welcome to the World of Warcraft, currently the world's
largest MMORPG (Massively Multiplayer Online Role Playing Game). In
the World of Warcraft, the auction house presents the avid window
shopper with a cornucopia of wonders, from fabulous swords to armour
guaranteed to make you the hardest elf in your neck of the woods. To
purchase such wonders, the player needs gold, something that requires
quite literally hours, days or weeks of in-game labour. However visit
Ebay or Eye on MOGs, a price comparison engine for virtual
commodities, and you have the opportunity to convert real life
earnings into virtual gold, platinum, ISK or Credits, depending on the
virtual world that you alter ego(s) inhabits.
The world of Real Money Trading has come a
long way since its fledgling days when gamers departing from a virtual
world would use websites like Ebay to convert their in-game assets
into real world money. Today it is a multi-billion dollar industry,
with industry insiders like Steve Sayler of IGE estimating that as
much as $2.7 billion will change hands within this secondary market
during the course of 2006. This lucrative industry is now catered for
by companies like MMORPG SHOP, Mogmine and MOGS, which have entire
infrastructures set up to 'farm' for in-game gold and valuable items.
Not only can you purchase in-game spending power with real world money
from such sites, but many are service driven, for example offering
power levelling to fast-track your avatar to new heights of maturity,
turn you into a master craftsman in days rather than months, or boost
your reputation within the world you inhabit. Sites like Mogmine offer
specialised services like fruit picking, specified item farming, or
will take your character through that instance that's been weighing so
heavily on your mind.
What we are experiencing here is a whole new
type of economy where the border between the real and virtual world is
blurring. There are currently hundreds of companies catering to this
phenomenon, with some virtual items being sold for hundreds or even
thousands of dollars. Virtual real estate is earning real world money,
with people like 43-year-old Wonder Bread deliveryman John Dugger
purchasing a virtual castle for $750, setting him back more than a
week's wages. According to Edward Castronova, an economics professor
at Indiana University who has performed extensive research into online
economies, Norrath, the world in which EverQuest takes place, would be
the 77th richest nation on the planet if it existed in real space,
with players enjoying an annual income better than that of the
citizens of Bulgaria or India. A visit to GameUSD indicates the
current state of virtual currencies against the US dollar,
demonstrating that some virtual world currencies are currently
performing better than real world currencies like the Iraqi Dinar.eg,
1 US dollars equals 1500 Iraq Dinar, but you can only buy 7.5 Station
Exchange service, actively facilitating Real Money Trading in
Everquest 2. Other games, like the upcoming Roma Victor, embed the
secondary market as part of their financial model rather than relying
on the common subscription model, with players purchasing Sesterces to
play and advance in the game.
Such trading of virtual goods for real world
money is potentially just the tip of the iceberg for the development
of virtual economies where people come together within virtual worlds
to promote and trade real world products. Games like The Matrix Online
already sell advertising space to real world companies to promote
their products to gamers who spend their leisure time within the
world.
We are thus embarking on an entirely new type
of economic activity, where real and virtual worlds are meeting within
an economic sphere. As a fledgling economy, it is difficult to chart
where this phenomenon may take us, but the sheer weight of currency
being spent and earned within these economies and the development of
services to monitor real to virtual exchange rates and market prices
indicates that they are here to stay.
About the Author
Steven Golden is a researcher for many sites
such as http://www.gameusd.com , http://www.world-of-warcraft-gold.us
, http://www.bankofwow.com , http://www.gameshoplist.com
.
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