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VIRTUAL WORLDS VS. REALITYBY: ALISON OLSON
VIRTUAL WORLDS: A FIRST-HAND ACCOUNT OF MARKET AND SOCIETY ONTHE CYBERIAN FRONTIER
• Norrath: is a virtual world that exists entirely on 40 computers in San Diego.
• 12,000 people call this VW “home”
• 20% a place of residents
• ~60,000 people are active in Norrath at one time
• https://www.youtube.com/watch?v=fJZO8MtQ-ek
MAKING MONEY IN VIRTUAL WORLDS
• 2004: annual revenues were expected to top USD 1.5 billion
• Developed assumptions to be made for the future of VWs to be the main source of online activity
• Meeting place
• Market place
• Home
EXCHANGE OF CURRENCY
• Norrath Currency vs. US dollar
• Highly liquid (if illegal) currency market
• Surpsses both Japanese Yin & Italian Lira
• Avatar shoes vs. Car tires
COMMERCIAL POTENTIAL
• Mindark: Private Swedish Company
• Build up a global network monopoly in internet interface
• Commercial Potential: Lara Croft lookalike avatar will be able to follow up her tough day of adventuring with a run into the nearby virtual JC Penney -- to buy her owner a new suit, for real money.
3 FEATURES OF VIRTUAL WORLDS
• 1.) Interactivity: it exists on one computer but can be accessed remotely (i.e. by an internet connection) and simultaneously by a large number of people, with the command inputs of one person affecting the command results of other people.
• 2.) Physicality: people access the program through an interface that simulates a
first-person physical environment on their computer screen; the environment is generally ruled by the natural laws of Earth and is characterized by scarcity of resources.
• 3.) Persistence: the program continues to run whether anyone is using it or not; it
remembers the location of people and things, as well as the ownership of objects.
OTHER VIRTUAL WORLDS
• Meridian 59 or M59 (1995)
• Ultima Online (UO), (1997)
• 3,600 employees & $1.3 billion in annual revenues
• Sims Online (2002)
MONOPOLIZING HUMAN BASED NETWORK
• User purchases game software
• User purchases additional monthly fees ($10-$20) to allow access on an ongoing basis
• Sony monthly revenues Everquest ~$3.6 million
• Online gaming revenues $208 million (2000)
• Estimations made for $1.7 billion by 2004
WHY ARE VWS SO APPEALING?
• Be whoever/whatever you want to be
• Customize your avatar
• Short Be tall
• Desire Brilliance Wizard
• Aggressive Immense Strength
• Fly, teleport, shoot flaming fireballs, (*budget constraints apply)
WHY ARE VWS SO APPEALING? (CONT.)
• Real equality of opportunity
• Born penniless
• Same minimal effectiveness
• Bad reputations can be stripped clean & replaced
CONSTRAINTS IN VIRTUAL WORLDS
• Death robs Avatar of some/ all powers
• Large amount of goods can only be obtained from other Avatars or biots
• Always at cost of risking death
• No free lunches
• Social roles are not open all
• Must compete against other Avatars to obtain a role
HOW TO GAIN MONEY
• Develop social roles
• Surpass a new “level”
• Avatar at level 6 kills 100 kobolds level 7
• Leads to enhancements to make the Avatar more desirable socially
ARE VIRTUAL WORLDS REAL?
• Economists view it is real
• Labor force
• Gross national product
• Floating exchange rate
• Norrath > currency transactions than other VWs
• Norrath is distributed over 40 different servers
EARTH VS. REALITY
• 20% “live” in Norrath as a permenant resident
• 22% express desire to always spend time there
• 40% claim that if a satisfactory wage were available they would stop economic activity of Earth (i.g. work or school)
• 60,000= population, 12,000= permanent residnce
NORRATH DEMOGRAPHIC
• Well-educated, single, U.S. man, 20 yrs. old, earning $20 per/hour
• 35% students
• Residents: lower education, fewer work hours, lower wages, less likely to have major obligations (spouses, children)
• 4 hours per day for visitors
• 6 hours a day for residents
INCOME
• a2a markets= scarce goods
• Buying & selling weapons, spells, etc.
• Shrewd buyers travel to zones where the goods they seek are abundant
• Two markets:
• a2b markets for hunters to gain their wages by killing monster biots & selling their loot to merchant biots
• a2a goods market, existing in all zones but heavily concentrated in just one, where merchants and hunters engage in a cumbersome trade in certain scarce items. (auction and trade)
TRADES IN VIRTUAL WORLDS
• Norathian goods are underground
• Intellectual poperty
• Trading for U.S. currency is considered theft
• Foreign trade markets & exchange rates
• Several $ based for platinum pieces, Avatars, & auctions exist on web auction sites.
• Ex.) Earthling A gives Earthling B the money. Then they both create avatars in Norrath and meet at an agreed-upon spot, where Norrathian B gives Norrathian A the item
• Ex.) Earthling A gives Earthling B the money. Then they both create avatars in Norrath and meet at an agreed-upon spot, where Norrathian B gives Norrathian A the item
TOTAL VOLUME OF SUCCESSFUL AUCTIONS
• Successful Auctions= 112
• Totaling $9,200.32
• Currency transactions conducted= 32
• Totaling $3,700
• At an annual paces these numbers put the gross exports of goods & currency at more than $5 million (3.5% of gross annual outout)
AUCTION TRADES
• Avg. price of a platinum piece in U.S. dollars= 0.01072
• A little more than a penny
• Higher currency than Yen & Lira
• The market for avatars can be used to develop an estimate of Norrath's GNP per capita
• Avatar accounts= $500 to $1,000 (ready made loose freedom to design your own personal wizard)
• Auctioned Avatars have a pre made account
• Higher Avatar levels increase their stock wroth
SHADOW PRICES
• $13 dollars per level of Avatar
• Data from NES (Nintendo Entertainment System) shows that Norrath’s Avatars create about $15,000 in avatar capital in an hour
• Gross national product = $135 million
• Per capita = $2,266
• According to GNP data from the World Bank. Norrath is the 77th richest country in the world, roughly equal to Russia
INFLATION
• Price index based on 29 different goods (ex. chest armor, boots, helmets, weapons, etc.)
• Avoided very high end items & low end items
• All item are equal in weight
• Looted from biots vs. crafted by Avatars
• Apart of original Everquest or an expansion of the game
INFLATION TABLE
Table 4. Price Indices For Norrathian Items
INDICES
Q4 2000 Q12001 Q2 2001 Q3 2001
Overall Item Index - Weights each item equally 100.00 89.85 82.05 71.17
Loot Index - Items not made by avatars 100.00 90.68 81.36 69.28
Old World Index - Items before Kunark and Velious 100.00 93.76 87.26 82.73
New World Index - Items from Kunark and Velious 100.00 79.60 68.39 40.84
Craftwork Index – Items crafted by avatars 100.00 84.67 86.40 82.97
Old World Loot Index - Looted old world items only 100.00 95.90 87.46 82.6
NOMINAL WAGES
• Hourly Wages < Earth Wages
• Estimate wages of platinum pieces by amount of work Avatar has put in
• 3,619 NES respondents gave valid information on 7,397 of their Avatars
• Avg. Avatar makes 319 PP per hour
• Market exchange rate of 0.01072 PP per dollar= $3.42 per hour
• Avg. Earth wage in NES= $20.74 Norrath Residents= $17.57
• Avg. Norrath Resident utility worth= $14.15
• 80 hrs. Norathian Cash & Goods worth= $273.60 1 month= $1,000, 1 yr.= $12,000
POVERTY& INEQUALITY
• Single Person in U.S. =$8,794
• Higher Level Avatar= more wealth than lower
• Avatars with wealth holdings allow us to calculate two stats:
• 1.) poverty rate as the % of Avatars wealth >50% of te median wealth (33% of Avatars are poot)
• 2.) poverty rate at mean wealth, poverty rate =68% , Norrath is less equal that its distribution in post-industrial societies on Earth
WHY ARE ECONOMISTS & SOCIAL SCIENTISTS SO INTERESTED?
• Unique laboratory for research on human society
• Potential to be the most important forum of human interation (telephone) widespread changes in organization on Earth society
• Expansion is likely to keep growing
• Tens of thousands spend more time on VWs than at their paid employment
• Similar #s use Earth money to buy things in VWs
• $1 million & growing willingly pay monthly fees
FUTURE OF VIRTUAL WORLDS
• Project Entropia: Buy things for Avatars with real currency & credit cards
• Mindark: Virtual Jobs (ex. Walmart uses you Avatar to sell Avatar clothes in a virtual Walmart)
• Norrath: chat based a2a meetings & classes
• Emailing reports to the boss, will eventually become "going to work" in a virtual office and holding face to face meetings with the avatars of coworkers
• Family gatherings while living thousands miles away, etc.
DICE 2010: “DESIGN OUTSIDE THE BOX” PRESENTATIONPROFESSOR JESSE SCHELL
BEYOND FACEBOOK
• Farmville > Twitter
• Facebook is HUGE
• Lead Generation > Direct Payment
• Play games for free
• Gain virtual $$$
• Only use virtual $$ if you pay real $$
• Get credit cards for virtual money
• LG is making more $ vs. Direct payment
FACEBOOK: BIG, STRANGE, UNEXPECTED
• Wii fit: $1 billion
• Club Penguin: Inexpensive flash game for kids, millions a month, sold for $350 million to Walt Disney
• Guitar Hero: $70 dollar plastic guitar, winning game of the year
• Webkinz: Estimated value at $2 billion
WHAT DO ALL OF THESE GAMES HAVE IN COMMON?
• Involve psychological tricks
• Club Penguin
• Free to play at first
• Gain vritual $$ Spend by being a paid member
• Webkinz: $12= $20
• Magic animal inside stuffed animal (bring to life)
• Mafia Wars
• Play real friends want to beat them
• All busting through into reality
WHY ARE PEOPLE DESIRING MORE REALITY?
• Reality TV Organic Foods
• “Authenticity” Book
• Are things real or authentic?
• Virtual has taken us form nature
• Desire to be “real” now
• Fantasy football, Weight Watchers, growing virtual plants in cars to motivate fuel efficient driving, etc.
FUTURE
• Disposable technology
• Can of pop= wifi with a screen
• Points for brushing teeth, eating cereal etc.
• Using bus= tax incentives from government
• POINTS will be for everting inspire us to be better people is the games are designed right
• http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation/