Vox Clamantis

"When I hear the word 'culture' I reach for my checkbook." -Ed Abbey

Synthetic Worlds

Mr Castronova's thesis is that these synthetic worlds are increasingly inter-twined with the real world. In particular, real-world trade of in-game items—swords, gold, potions, or even whole characters—is flourishing in online marketplaces such as eBay. This means in-game items and currency have real value. In 2002, Mr Castronova famously calculated the GNP per capita of the fictional game-world of "EverQuest" as $2,000, comparable to that of Bulgaria, and far higher than that of India or China. Furthermore, by "working" in the game to generate virtual wealth and then selling the results for real money, it is possible to generate about $3.50 per hour. Companies in China pay thousands of people, known as "farmers", to play MMORPGs all day, and then profit from selling the in-game goods they generate to other players for real money.

Land and other in-game property has been sold for huge sums: one "Project Entropia" player paid $26,500 for an island in the game's virtual world last year, and has already made his money back by selling hunting and mining rights to other players. Trade in virtual items is now worth more than $100m each year. In some Asian countries, where MMORPGs are particularly popular, in-game thefts and cheats have led to real-world arrests and legal action. In one case in South Korea, the police intervened when a hoard of in-game money was stolen and sold, netting the thieves $1.3m. In-game money is, in short, no less real than the dollars and pounds stored in conventional bank accounts. [emphasis added.]

From a book review of Synthetic Worlds: The Business and Culture of Online Games, by Edward Castranova, in The Economist. 

December 20, 2005 in Virtual Worlds, Web/Tech | Permalink | Comments (0) | TrackBack (0)

Bad BitTorrent, Bad

Eight people have been charged with illegally copying Star Wars: Episode III - Revenge of the Sith and illegally distributing it on the internet.

From Eonline:

The band of pirates allegedly pilfered a screener copy of George Lucas' final Star Wars prequel from a post-production house in Lakewood, California, where one of the defendants worked. A day before the movie's worldwide bow, the group manufactured bootlegs and made a copy available for download on the Web, according to the U.S. Attorney's office.
...
The charges are welcome news for Hollywood. According to the Motion Picture Association of America, movie piracy has cost studios upwards of $3.5 billion a year in lost revenue and threatens the financial viability of the film distribution system, as new technologies like BitTorrent have made it easier for people to swap films online.

This marks another victory for the FBI [insert mandatory joke about defeating the dark side here], which has been cracking down on music and movie piracy since the Family Entertainment Copyright Act was signed into law this past summer. For a brief and very accessible legal review, see the Media Law Prof Blog.

September 29, 2005 in Film, Web/Tech | Permalink | Comments (0) | TrackBack (0)

Virtual Worlds III

I posted a quick note about Eduard Castranova in my last post on this topic and I just want to follow up by linking to an interview he gave the Guardian. I will just post a few highlights:

When asked how he started studying synthetic worlds, rather than more traditional economic issues, Castranova replied:

My career was screwed. I decided to write a paper on the economy of a video game I was immersed in. I'd played these games most of my life.

As for the importance of synthetic worlds he writes:

My professional interest is in what we can learn from this synthetic world. We've never had the opportunity to experiment ambitiously on a social level. We've never had the opportunity to say, "I'm Karl Marx and I have this idea called communism. Wouldn't it be neat if I could set up five societies that have exactly the same population, exactly the same natural resources and at year zero and try it out?"

... Exactly. We could do communism, we could do fascism, we could do America. You can experiment with any number of social designs. This is one of the futures I see for synthetic worlds in the university. I think in 15 years' time when someone in social science writes a PhD thesis, they'll be required to put their ideas to the test this way. Business schools are already moving in that direction. There are tremendous business applications. Universities should get very involved.

This last point is very interesting. There are countless possiblities. Organizations like FEMA will soon be able to conduct evacuation drills and examine the impact of closing some roads but not others. Or what would happen to society if same-sex marriages were allowed? Would there be moral decay and the collapse of civilization? We could just create a world and find out. It's pretty exciting stuff.

September 26, 2005 in Games, Virtual Worlds, Web/Tech | Permalink | Comments (0) | TrackBack (0)

Virtual Worlds II

I promised to post more on the economics of gaming and online worlds and I will soon. For the reader(s) interested in the subject, I recommend the work of Indiana University (Bloomington) economist, Edward Castronova, who is a pioneer in the field (among others, of course.) He has a forthcoming book, Synthetic Worlds: The Business and Culture of Online Games, which is slated for delivery Nov. 1, 2005. Until then you can check out his blog [he's one of many co-authors], Terra Nova and one of his more accessible articles.

September 23, 2005 in Games, Virtual Worlds, Web/Tech | Permalink | Comments (0) | TrackBack (0)

Virtual Worlds

The Washington Post had an article on monetary transactions in online video games in Saturday's paper. The author, Mike Musgrave, will be answering questions online and it should be interesting. You can check here later in the day.

The article is fascinating and worth a read. Real money has been a part of online worlds for quite some time now, but this article examines another aspect. It points to a common practice of exchanging money for time. One player can auction off rights to a particular game, thereby allowing another player to continue from where he/she (but mostly he) left off. It's easy to envision a player getting bored with a game and wanting to move on to something else. Or perhaps the game is sucking too much time from other, possibly more valuable, activities. Since no one likes to see good effort wasted, and most players have invested considerable time and effort, the auction allows a player to make a highly beneficial trade.

This has at least two benefits. First, the player leaving is obviously better off, since he'll at least get something for his extended efforts. Second, people who have more time than money are able to buy their way into a game and get the pleasure of succeeding without having to invest their own time. This makes both players better off.

If we are able to agree that this behavior is acceptable, why do I have to wait for four hours in the DMV when someone could easily take my ticket and wait for me? That person could then call me and I could show up just before my number gets called. This also benefits both parties: I don't have to wait hour after hour, sacrificing precious vacation time when I should be at work; my trading partner benefits because he/she can make more (presumably) doing this than anything else. Sadly the DMV doesn't see things my way and I'll soon be spending a very long, sad morning at the DMV. They won't even let me drink coffee. I'll have more to say about all this in some upcoming posts.

[Update] I forgot to mention that the article on video games has an excellent photo gallery to accompany the article. Near as I can tell, this is one of the first galleries to feature narration by the author. An excellent use of Macromedia Flash.

September 20, 2005 in Games, Virtual Worlds, Web/Tech | Permalink | Comments (0) | TrackBack (0)

VOIP Wars Begin

Last week Ebay decided to buy Skype. (See story in the NYT.) Ebay will not be alone in the internet phone business. Google had previously unveiled a new instant-messaging program with voice service and Microsoft acquired Teleo Inc., a small startup with software that lets users make a voice call by clicking on a phone number appearing on a web page. The Economist has an article in their most recent issue on telecoms and the internet that is very interesting and worth reading.

My take? Ebay will be the clear winner. Yes, it's dangerous to bet against Google, and Microsoft is no slouch, though any time there's an alternative to Microsoft, it's usually better. Ultimately, I think Ebay will be the winner because on Ebay you can hire Stephen King to kill you. In his new book, that is. Marginal Revolution has a post about this and has other links to this practice, since King is not the first to auction off characters' names. Read all their links.

September 19, 2005 in Books, Web/Tech | Permalink | Comments (0) | TrackBack (0)

Living in the Future

Today I was reminded of the Simpson's episode where Homer slaps the TV while watching A Prairie Home Companion's Garrison Keiller and yells "be funnier." Only today my reaction was "be better." What brought on these feelings of inadequacy (don't be dirty!)? Well, I was watching the Food Network Special: Kitchens of the Future. Or maybe it was Kitchen Gadgets of the Future. Either way, they had way cooler stuff in the mid-1960s than we have today.

See, the show promised things like dining room tables that had special middle sections that would rise to reveal a dishwasher. And shelving units that completely masked the kitchen appliances. In short, it was a futuristic marvel we can only dream of today. Yes, we have microwaves and blenders and other such things that were once considered luxuries, but that's a far cry from the house of the future that was advertised. I don't know, maybe Microsoft is to blame for not creating computers that will cook my dinner. Or perhaps it is government regulation that is strangling innovation and technological change. Regardless, John Prine sounds mighty relevant today:

We are living in the future
I’ll tell you how I know
I read it in the paper
Fifteen years ago
We’re all driving rocket ships
And talking with our minds
And wearing turquoise jewelry
And standing in soup lines
We are standing in soup lines

September 18, 2005 in Food and Drink, Science, Web/Tech | Permalink | Comments (0) | TrackBack (0)

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