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Real Money Trading - Another Look by Mike Timms
Real
money and the virtual economy
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.
Resources
referenced
Castranova,
Edward. 'Virtual Worlds: A first-hand account of market and society on
the cyberian frontier' [December 2001]
C
NET - Real money in a virtual world [http://news.com.com/Real+money+in+a+virtual+world/2030-1069_3-5905390.html]
The
Daedalus Project, revealing the psychology of MMORPGS [http://www.nickyee.com/daedalus/]
GameUSD,
a virtual world versus USD currency tracker [http://gameusd.com/]
WIRED
- The Unreal Estate Boom [http://www.wired.com/wired/archive/11.01/gaming.html]
Wikipedia
- Real Money Trading [http://en.wikipedia.org/wiki/Real-money_trading]
Acknowledgements
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.
Co-authored
by Rachelle Benson of Benson Cairns
About the Author
I'm
an avid online gamer, and also a proponent of the real money trade
industry. I firmly believe it can offer gamers valuable resources and
help improve their gaming experience. I also think that this is an
area of revenue generation that games developers could utilise in
future, pulling away from the old subscription model.
I
also run Eye On MOGS which is a comparison/search engine designed
specifically for the secondary market. The site let
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