As
players advance in power and prestige in these environments, they
accumulate virtual items and currency that are valuable to other
players, particularly new or lower level players. In fact, many
players are willing to pay
real-life cash for these virtual items. This phenomenon is
now typically referred to as RMT (real money transactions). On
the other hand,
players
are divided on whether people should engage in this practice.Out-of-game
markets, such as eBay, facilitate these transactions between virtual
capital and real world capital. For example, try searching for “coh
influence”
(City of Heroes) or “swg credits” (Star Wars Galaxies) on eBay
to get a sense of how many of these trades are made every day. In
fact, these transactions are so profitable that entrepreneurs have
set up “sweatshops” in developing countries where
teenagers play these games 8 hours or more a day for the sole purpose
of accumulating and then selling virtual items and currency for
a profit. And so ironically, in fantasy worlds where real world
nations do not exist, we see the same outsourcing we see in real
life - the production of virtual capital by developing countries
for consumption by American gamers.
Over the past few years, these gold farmers have typically been
stereotyped as being Chinese. While many MMO players have argued
that the term "Chinese gold farmer" is an objective and accurate
label, this invocation
of race plays a significant role in how
players determine whether a player is a gold farmer or not. This
racialized narrative also leaves
out other equally important elements of what's
happening.
These transactions are nonetheless fascinating. Not only do economists
get a sense of how robust these game economies are, but these
transactions can even expose our prejudices. In
EverQuest where male and female characters are functionally equivalent,
Edward Castronova has found that male characters sell on average
$41 more than female characters of the same level. Early visions
of cyberspace as a place that would free us from our physical bodies
and stereotypes associated with those bodies now seem naive. If
anything, MMORPGs have shown us that our bodies and stereotypes
about those bodies follow us even into virtual worlds of play.
Our insistence that these worlds are just games have blinded us
to how much work is really being done in these worlds. These environments
use a rewards cycle to train players to perform well. Over time,
players are seduced to “play” industriously for 20 hours a week.
Players who become pharmaceutical manufacturers or guild leaders
often complain that their “fun” has become like a second job.
And along come “sweatshops” from developing countries with the
sole purpose of generating profit from these environments. By labeling
these worlds as games, we in fact fail to see how they have blurred
the boundaries between work and play.
External Links:
- Virtual
Worlds: A First-Hand Account of Market and Society on the Cyberian
Frontier by Edward Castronova
- The
Value of Man and Woman by Edward Castronova
- The
Unreal Estate Boom by Julian Dibbell
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