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 Cory Doctorow’s Observations on Real Money Generation in Games

In his column at The Guardian today, blogger, novelist and technology activist Cory Doctorow claims that the ability of a player to make money from the time they invest in an MMO has become not only a key marketing point for the developers of such games, but an important part of the realisation of a virtual world. In his own words:

Many games are structured to reward time spent playing with virtual gold stars that act as decoration and play aid, and confer virtual bragging rights. So it’s a sign of a game’s success when one player values a virtual item so much that she’s willing to pay another player for the object, even though it is nothing more than a record in a database.

It is especially interesting to observe this issue from Doctorow’s perspective. For him, the issue forms part of a broader context of the struggle between the existing legal framework of the West and the increasingly convoluted copyright infringements which have become a daily occurrence on the web.

Discussion

2 comments for “ Cory Doctorow’s Observations on Real Money Generation in Games”

  1. That’s a great piece from Mr. Doctorow.

    There was an Australian developed FPS called “Kimari” (I think) that involved real money in its game – basically everything in it cost something like 1c or less, including every bullet and every power-up. If you won fights, you gained the money lost by other players, but if you didn’t…

    I saw some analysis of the game’s players broken down, which showed that only the top 3-5 players had actually “made” any money from the game, and everyone else had only lost money. Like gambling, but with guns!

    It’s closed now, because it didn’t do so well.

    Posted by Ben Abraham | April 16, 2009, 9:54 am |
  2. I prefer to be called ‘cash-strapped’ instead of a ‘cheapskate.’ =)

    Posted by David Sahlin | April 17, 2009, 3:34 am |

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