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Dig the gold in the Virtual Realm by Steven Golden
Take
a trip to Lusk and you will find a sign for a classic wood dining set
for $250. Walk or fly around Luskwood and you will find what looks
like an up-and-coming development with a few properties for sale. Land
is also available in Ahern, Dore and Morris, and property values are
surging.
An
average day in suburbia? Not quite. This is a day inside Second Life,
a virtual world created by San Francisco-based game developer Linden
Lab.
Welcome
to the virtual economy, where currencies such as the Linden dollar
trade against the U.S. dollar, companies like Internet Gaming
Entertainment (IGE) create markets for everything from magic shields
to potions, and entrepreneurs sell notary services and the latest
fashions. One of the most popular games, World of Warcraft, reached
one million North American players in August, three months ahead of
its first anniversary. The games are particularly hot in America and
Asia. After World of Warcraft was released in China last June, 1.5
million paying customers signed up in a month.
Such
ventures -- known as massively multiplayer online role-playing games (MMORPG)
-- have spawned economies that would rival those of a small country
but fly largely under the radar of economists, government
statisticians and people beyond the 12-to-35-year-old demographic.
However, these economies are becoming increasingly important, says
Wharton legal studies professor Dan Hunter, adding that they could
redefine the concept of work, help test economic theories and
contribute to the gross domestic product in the United States.
"Increasingly, these virtual economies are leading to real money
trades," notes Hunter, one of a handful of academics closely
following this trend.
Another
is Edward Castronova, a professor at Indiana University, who has
written a series of papers examining the virtual economy which he
estimates at somewhere between $200 million to $1 billion. In general,
virtual economies are supported by assets collected during a game --
such as the power to slay a dragon -- that are then sold on the
Internet for real dollars to other players looking for a competitive
edge.
Steve
Salyer, president of IGE, says the market for virtual asset trading
could hit $1.5 billion in 2005 and $2.7 billion in 2006. Salyer's
projections are a blend of internal data and research from outside
sources such as DFC Intelligence and the Yankee Group. "Nobody
can say for sure how big the market is," adds Dmitri Williams, a
speech communications professor at the University of Illinois at
Urbana-Champaign. "It's not like you can go on the street and
poll people to find out." In addition, he notes, many of the
players who buy virtual goods are internationally based in locales
such as China and Korea, making the dollars they spend hard to track.
While
the size of the market is debatable, experts agree that virtual
economies are expanding rapidly and warrant more attention. "It's
really amazing that this hasn't gotten more attention," says
Kendall Whitehouse, senior director of information technology at
Wharton. "You can learn a lot from these worlds."
About the Author
Steven
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