...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, [Edward 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....It is already possible to make a living by working in a virtual world, as the "farmers" demonstrate. In one survey, 20% of MMORPG players said they regarded the game world as their "real" place of residence; Earth is just where they eat and sleep.
Sunday, January 15
Earth is just where I eat and sleep
On "massively multiplayer online role-playing games" (MMORPGs):
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