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FROM MEGS TO RICHES
Posted Date: 22 Mar 2008 Resource Type: Articles/Knowledge Sharing Category: Computer & Technology
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Posted By: arunkumar Member Level: Gold Rating: Points: 5
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From Megs To Riches
MULTIPLAYER GAMES ARE taking off, and with them a vast and unexpected new market. People are trading imaginary things in imaginary worlds yet making real money. Roger Parloff of Fortune analyses this fast growing trend “Paul” and I are seated on a plush couch in the atrium-style living room of his starter mansion north of Dallas. A 71-inch flat-screen HDTV dominates the far wall. His Porsche 911 Carrera and his wife’s Lincoln Navigator nestle in the garage. It’s a good life and would not be a surprising one for a 33-year-old corporate litigator like Paul, except that he quit his law partnership two years ago. Since then, he’s been self-employed at an even more lucrative calling: He plays a medieval-themed online videogame called EverQuest. Because so many young people now spend so much of their lives immersed in the simulated 3-D worlds of games like this one, the noncorporeal emoluments they accumulate in these environments— virtual swords, cloaks, gauntlets, in-game currency etc—acquire real value to them, and they will pay real US dollars and euros, yen, won, and yuan to acquire them. So Paul buys and sells virtual items and currency for a living. “The valuation is always difficult,” he concedes. “When you think about people paying real cash for something you can’t even touch, smell, taste-that’s tough.” Launched in 1997 and now owned by Sony Online Entertainment, EverQuest is one of the increasingly popular computer games called massively multiplayer online role-playing games (MMO for short). Though EverQuest has about 300,000 player-subscribers worldwide, a 2004 entry into the market called World of Warcraft (made by Vivendi subsidiary Blizzard Entertainment) has become the industry’s transformative, breakthrough blockbuster. WoW, as it’s known, has already garnered 4.5 million subscriptions worldwide and is expected to gross $500 million this year alonemore than most hit movies ever earn at the box office. Paul is one of a growing number of people who either make their living or supplement their income through businesses catering to needs that arise only in virtual worlds. Anshe Chung, for instance, is the in-game character, or “avatar,” created by a German woman who teaches school near Frankfurt. Since March 2004, Chung has accumulated more than $200,000 worth of ingame currency and “land holdings” by conducting businesses inside a serene synthetic world called Second Life. Chung buys “land” there, builds communities using tools provided by the game developers, and then rents or resells plots to other players. Second Life is a world simulated by 1,400 servers run by a San Francisco company called Linden Lab. The money Chung earns is convertible to dollars over an exchange run by Linden Lab. Estimates of the size of the nascent market in virtual property range widely-from about $200 million to $1 billion worldwide-but most industry observers agree that it is increasing at a breakneck pace, possibly 100% year over year. Because it involves commerce between imaginary worlds and the real one (known to some gamers as “meat space”), it raises knotty questions. The things Paul and Anshe trade, for instance, are merely the graphical manifestations of data entered into spreadsheets owned by Sony and Linden Lab. Do they constitute “property” recognizable by US courts? If so, whose?
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