Wednesday, May 19, 2004

The economics of online gaming

EverQuest players have an average wage of US$3.42/hr, the game is ranked the 77th richest country in the world (with 450,000 "citizens") and it's currency is supposedly rated higher than the Yen and Lira (Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier). That is presumably if everyone "cashed in" for real money, and that probably neglects the labour "imported" from the real world.

This article includes the story of a kid who was bought a $500 level 50 character by his parents and then kept getting killed because he didn't know how play -- the time needed to gain level 50 obviously isn't entirely wasted, as you at least learn how to play the game.

1 comment:

Watt Tyler said...

Fascinating! I wonder how long it will take before virtual worlds and virtual economies start influencing politics. The difference between virtual and "real" worlds is starting to look like the difference between hardware and software, almost arbitrary.