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Real money and the virtual economy by Mike
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.
Real Money Trading and gold farming are met
with mixed feelings in the gaming world, with some gamers criticizing
the fact that real world wealth can affect in-game prestige and
capabilities. Critics of the secondary market believe that such
activities within the virtual economies intrude on the fantasy and
provide the more economically empowered with an unfair in-game
advantage. However this ignores the real world fact that earning money
and advancing one's character within a virtual world takes a good deal
of time, and some gamers have more money than time on their hands. The
average age for gamers is 27, and approximately half of all gamers are
in full time employment. For a group of friends playing together, it
can thus be relatively easy for the cash rich to fall behind the time
rich in terms of gameplay, as they are obliged to spend the lion's
share of their time working their real world jobs while friends are
spending time levelling their characters. For such individuals, for
whom time translates into money, a few dollars is a small price to pay
to ensure virtual survival the next time they enter an instance with
their high level friends.
Companies set up to farm virtual commodities
are furthermore criticised as being little more than sweatshops, an
attitude encouraged by the fact that many of these companies reside in
low wage economies like China. However, pay and work conditions in
such companies, where workers are paid to spend their days playing
enjoyable, stimulating games, cannot compare to that of their
compatriots who spend their days mindlessly producing the components
that go into our computers, or the trainers that we wear while
playing. Essentially the objection is a moral one, with many
Westerners objecting to low wage economies catering to this type of
leisure activity. Often workers are paid partly in kind, with food and
accommodation included in remuneration packages, with the pay received
thus presenting largely surplus. While pay may not equate to Western
standards, this type of economic activity reminds us that we are
living in a continually globalising economic environment where quality
of life and spending power should be taken into account as much if not
more so than say a straight dollar for yen exchange rate. Companies
like Mogmine provide their staff with health benefits, holiday pay and
share options, along with the chance for advancement within the
organisation. Brian Lim, CEO of Mogmine, comments that 'many mid- and
high-level management started out as gamers and now they have equal or
more pay than respectable managers in more conventional businesses.'
Within these lower wage economies, these thus represent desirable
jobs.
Other complaints centre around the negative
effect of such farming activities on in-game economies. At Mogmine,
Brian Lim's gamers play the game as it is meant to be played, but hone
good techniques for gold generation along the way, thus ensuring that
the work remains interesting to staff. Jonathan Driscoll comments that
competition for resources has always been a feature of gameplay, and
points out that his World of Warcraft farmers do their work within
instances, and thus do not impact on others' gaming experiences in the
least. Complaints that farmers are responsible for in-game inflation
smack of sour grapes when compared to common factors like players with
high level characters acting as benefactors for their low-level alts,
and thus facilitating the unrealistic in-game spending power of such
low level characters. While some developers do not condone real money
trade on their servers, others like MindArk, with their game Project
Entropia, have included the secondary market as a part of their
services. Even Sony Online Entertainment, who until recently stood
staunchly against real money trade, have jumped on the band-wagon with
the release of their 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
We would like to thank
Jonathan Driscoll from MMORPG SHOP, Brian Lim from Mogmine and Hayden
from MOGS for their insider's view of the secondary market, which
proved invaluable in writing this article. www.eyeonmogs.com
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