Play Money by Julian Dibbell sheds light on popular fantasy virtual worlds, called massively multiplayer online role-playing games — or MMORPG or MMO for short.
While I had heard of such computer games, I really didn’t understand how they existed as their own virtual worlds — complete with relationships, social systems, professions and economies.
I think the most interesting aspect of the book was seeing how the economies of these virtual worlds extend to the U.S. economy. I was surprised to read that people regularly pay hundreds of dollars for virtual goods. In fact, the most money ever paid for a single virtual item is $100,00 for an “Asteroid Space Resort” in the Swedish based game Project Entropia.
According to Dibbell, the annual sales of virtual goods is estimated to be $880 million and growing.
Dibbell explains how people have ditched their day jobs to trade virtual loot and are making a respectable income doing so. Thus begins Dibbell’s own challenge — to see if he can top his best earning month as a writer by buying and selling virtual products online.
He comes up a little short — $683 short to be exact. Still, his profit of $3,917 in one month would translate into an annual salary of $47,000 — not exactly shabby for essentially playing a computer game.
Dibbell writes, “Indeed, many of the people I’ve talked to who trade virtual items for a living say they do it largely because it lets them work from home, near spouses and children. Nonetheless, there’s something about the nature of this work that forces the question. And it really boils down to the much simpler, yet more baffling question that I have asked myself every day of this job: What is it that drives people to spend hundreds and thousands (or what amounts to the same thing, hundreds and thousands of hours) to get their hands on playthings they can never really hold.”
He attempts to answer his own question, “I still don’t know. But more than ever I suspect it’s the same thing that drives people to value the playthings of material life in general, the trappings of success, the visible tokens of accomplishment that keep us on the treadmill of production and make the economy go around.”
Despite the economic recession, the popularity of these games and the spending on virtual loot have not seemed to let up. It will be interesting to see if these virtual economies take a hit — I would imagine that it may be hard to justify paying $700 for a virtual house when it’s weighed against paying one’s actual rent.
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