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When a game is more than a game - MMORPGs effecting the real world

TheLoveBandit

Retired Never Was, Coulda been wannabe
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Getting to the point ...
AN INVESTOR buys a piece of land, sells the mineral and hunting rights, and makes a nice profit. It happens every day, right? It does, but this time the land exists only in the on-line computer game Project Entropia. Some thought the investor foolhardy to pay $26,500 for an island that didn’t exist, but he had the last laugh. According to the international newsmagazine The Economist, the investor made a tidy profit selling land rights to other on-line Project Entropia gamers.

...

The scary part is that many game players can’t or won’t separate gaming from reality. In one recent survey, 20% of MMORPG players said they regard the game world as their “real” place of residence, while real-world Earth is just where they eat and sleep. This past July, a South Korean man reportedly died after a 50-hour MMORPG session.

For many in third-world countries, playing MMORPGs is more profitable than working in a factory. Skilled gamers can make about $3.50 per hour by generating virtual wealth, and then selling the results for real money. Companies in China pay thousands of people, known as “farmers,” to play MMORPGs all day, and then make a profit selling the in-game goods they generate to other players for real money. Could this presage an eventual shortage of industrial labor in China and India? Why work in a factory when you can make decent money playing on-line games?

Another fascinating sub-text to gaming is its use by health professionals to cure certain maladies. To regain movement in partially paralyzed limbs, stroke victims must spend long hours making repetitive movements. Dr. Sung You of Hampton University in Virginia told The Economist that he bought two “immersive” video games, Snowboarding and Sharkbait, which use a small camera to incorporate the player's image into the game.

During physical therapy, stroke victims twist and turn as they tear up the slopes or avoid sharks. The doctor found that the greater motivation and focus of gamers meant they recovered more coordination than patients in a control group. He reported his results in the May 2005 issue of Stroke, a journal published by the American Heart Association.

The Economist adds that Eric Styffe, a 22-year-old carpenter who lives in Thalwil, Switzerland, used to suffer from severe attention-deficit disorder (ADD). But then a therapist taught him how to play “neurofeedback” video games designed to sharpen concentration in ADD patients and autistics. With electrodes fixed to his skull, Styffe fixed his mind on game characters, such as a juggler or a Pac-Man-like blob fleeing ghosts in a maze. When his mind wandered, the virtual characters dropped dead. After just two weeks of daily game therapy, he reportedly stopped taking Ritalin, a prescription amphetamine. Styffe now plays once a month to avoid relapse.

Is it possible to envision a day when some of these gaming technologies crossover into our machine automation world? Networking systems that allow thousands of gamers to simultaneously interact via the Internet might be scaled down, for example, and adapted to collaborative engineering, design, and machine troubleshooting.

Head-mounted displays and even skull-placed neurofeedback electrodes could be a great improvement over today’s one-dimensional graphic displays. These electrodes also might be a better, faster way to control and adjust machine operating parameters than using a keyboard and mouse.


Link to Source Article

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The author takes the article back to an engineering and production control aspect at the end, but then again, I found the article in a trade magazine focusing on controls for the production environment. Putting aside his bent to the information, I was still suprised with some of the things that are going on in MMORPGs since I dont play them.

I knew of people selling digital items (magic swords, unique items from a MMORPG universe, etc) for real world cash, but I hand't thought of the buying and selling of land in a digital realm. I hadn't thought of the farming done in countries like China, but I can see where it makes financial sense. I dunno, just came across this and thought I'd share - see what discussion it garners if any.
 
yeah, i was almost destroyed by mmorpg's...ultima online to be exact. it takes over you..because honestly, i had more fun in the GAME than i did IRL. yeah, i donated to the shard for items, which i convinced myself i NEEDED. sometimes i look at screen-caps from the game and i get this insane longing to play again...its weird...like a real addiction.

also, that part about "farmers" in china is pretty insane, but it makes alot of sense. you have like a billion ppl, why not just have them all online buying and selling, like the stock market.
 
I was addicted to an MMORPG in high school and sometimes I still think about it. It was worse than a drug addiction in a lot of ways. I can take heroin and then go to work or do homework or whatever, but when all you do is sit on the computer playing games all day you never get fuck all done.
 
this kinda plays into my theory that cyberspace is going to eventually be as "real" as realspace, simply because we humans will pass effortlessly from one to the other. just because an interaction in the wired isnt physicall, doesnt make it any less real for the end user. to quote morpheus, " what is real? If real is what you can feel, smell, taste and see, then 'real' is simply electrical signals interpreted by your brain" and what is cyberspace? electrical signals.
 
I was playing World of Wacraft for a few months casually, I think I was at like level 40.. then my girlfriend's sister's husband started playing WoW again on the same server as me. He was level 60 in like 2 weeks, playing pretty much 16 hours a day.

All I know now is that his wife has been calling my girlfriend a lot to hang out cause he was spending every second this week playing WoW to get the highest PvP rank (High Warlord).

I've played quite a few MMORPGs but usually for financial gain. There is a very healthy market for fake items and money in games. People don't believe me when I tell them how much money I've made off of games.

I recently watched a documentry on Chinese gold farmers. They were pretty normal, just a bunch of 20 year olds playing games all day. They said that they actually enjoy playing the game, they don't see it as that much work. One of these places had 80 employees and 50 computers. Actually, they said being called Chinese gold farmers annoys them and makes them feel like they're not equal to American gamers.

Anyway, I think the reason Chinese gold farmers are so succesful is that they're selling and buying in an American market from China. The owner of one of these gold farms said that when he goes to America he sees that labor pays a lot of money there. Then he comes back to China and it's 1/10th the amount of pay. So, he decided.. why not export labor from China to America over the internet?

It's true in my opinion, if he were to try to hire Americans to work in gold farms he'd NEVER turn a profit. It's only the low labor wages in China combined with American demand and the internet as a medium, perfect little profit system.

The way I turn a profit in America is that when I was more seriously into this I had 5 computers all running 2 copies of a game on them and I'd invest a couple weeks into writing scripts to automate everything. I'm really surprised that the Chinese farms don't do the same thing but I guess labor is so cheap there it'd probably cost more to find someone who can program.
 
I made $100 so far playing kingdomofloathing and within the next 6 months I should have made another hundred. This is all for just playing a game that I enjoy. And almost all of it is automated now except for 2 characters. :D Here here for making cash with computer games.
 
dude thats gay.

ive been into mmogs SINCE THEY EXISTED (DSO FTW!)

99% of mmog gamers are 17 year old kids lusting for the next kill as soon as school lets out. only nubs take the shit seriously IRL!

1% of people are those wierdos that havent left the basement in 3 years. be thankful OSI implemented UO and spawned the generation of MMORPGs to follow, cuz otherwise theyd be wearing your skin and shit like that.

sidenote: at one point in time, due to the wonders of Ebay, a single gold coin in Ultima Online was worth more than a Viatnamese Dong

its one huge fucking leap foward in computing technology, graphics technology, server technology, you name it, it fuels it. the technophobes will always hide in their farms or caves or whatever prehistoric recepticle they call home and criticize something they dont understand. atheletes hurt themselves every day to be a tool for the media and money. its no big deal when some sports guy shoots up roids to be the little ball-throwing monkey for everyone, right? this is just another version of competetive sport.

i member when that one kid killed himself because his guild in EQ kicked him out. The media had a field day. Sony was almost forced to put a warning label on their product. GUESS WHAT THE WORLD IS PRETTY DAMN BIG, and with that you are going to have a small amount of people who are totally wierd. Dont you think someone who commits suicide over a game has some issues? Do you think the game is to blame? Huerrr derrrrr... derrpp derrr....

dotn fuck with me or you will eat my level 50 major conflagration!!!!! AOE DD FTW, U SOL NUB!!!!!!!

rave_firehorse_house.jpg


that horse cost me 15 fucking plat! i got the house cheap as fuck tho.


damn that article makes me want to choke someone. they dont even give a flip about mmog ettiquite. most companies have a policy where u can not use your account for IRL profit, and its easy to prove that u are doing so, and will result in an IP ban. i used to buy and sell money in UO on ebay. id PK some hapless nub and sell his neon hair dye deed for like $60 online, and then buy other shit with that. after that game the trend was to avoid any sort of grief related or IRL related activity WRT player accounts.

its fun yo. its a hobby. people have hobbys. do you have a hobby? or are you one of the disgusting bottom feeders of the internet, only signing online to check email and myspace.com?
 
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99% of mmog gamers are 17 year old kids lusting for the next kill as soon as school lets out. only nubs take the shit seriously IRL!

1% of people are those wierdos that havent left the basement in 3 years. be thankful OSI implemented UO and spawned the generation of MMORPGs to follow, cuz otherwise theyd be wearing your skin and shit like that.

How old are you? :)
 
lol, check the link i posted. it has bar graphs of these statistics...and with these, i realize...wood is RIGHT lool
 
Something I've always thought was funny is that, if I find a way to create virtual currency out of thin air (hax) and then I sell that virtual currency for real money, am I counterfeiting? I am causing unintended inflation in the virtual economy and it's having an effect on the real money to virtual money conversion rates.

Also, if virtual money holds actual value in the real economy, does that mean someone should be taxxed in a video game if an item drops that they can sell for $1,000? Should they have to report virtual earnings as if it was a job?

The problem with the whole virtual currency and market stuff is that counterfeiting and hacks thing. Overnight you could lose a ton of money from inflation from hacking, it's not quite the same as the real world. In EverQuest 100,000 platinum was worth $100 for more than a year. Then someone figured out a way to buy items from vendors for free. They bought the most expensive thing they could (horse) and resold it to the vendor for 60,000 platinum profit. You could do this once a second or so. Imagine making $60 a second, that's exactly what they were doing.. but the market couldn't support that. Platinum went from $100 for 100,000 to $35 for 100,000 in one day and then the hack was fixed but the market never recovered. That person made something like $200,000 selling that one days worth of hacked platinum. He sold it all to a platinum reseller, someone with an established reputation and such. They probably resold it for even more over the course of a few months. He was from Norway and last time I talked to him he was smuggling his money into the US in some way that would avoid it being taxxed. The thing that made it especially hard was that the money was coming from a vendor and was totally legit because of it. Money had unique IDs associated with it so duplicated money could be found, but this vendor was basically like the US Mint spitting out $100 bills for some guy.

So, until there is a totally secure and stable virtual economy you won't see many people investing like the guy in the article who bought an island. At the moment there is money to be made but only if you really understand what you're doing, just like any other economy.
 
^^^
It's not counterfeiting, and it's not illegal. It may get you banned from which ever game. "Virtual items/currency" are just that, and have no intrinsic monetary value, and are not recognized as property under the law. It's code written by the company.

I'm assuming that legally when you buy "virtual money" you aren't buying the money per se. You're paying for the persons time who collected it, and the virtual money is transferred to you. Basically you can charge someone for a "service" but not for a virtual item, as a virtual item is not defined as property under the law.

The income from the virtual money sellers can be taxed as they are receiving money for a service.
 
Unfortunately, my boyfriend plays MMORPGs and, before he got a real job, he would be online ALL DAY playing WoW (thankfully he plays CD2 now, therefore I can respect his gaming a little more). His massive amounts of playing time caused several arguments between us, several times. And, although he is at home playing video games rather than out drinking and doing drugs and random girls, still.. it consumed too much of his time-- even when I was over!!!

He tried selling his level 60 account on eBay and got in trouble with Blizzard for it; almost got sued.

Also, I once knew a woman who came to the salon I used to work at-- she is in the process of leaving her husband and 6 y/o daughter to move to the Netherlands to be with this 18 y/o kid she met...
 
^ hahah that rules, i love the "unfortunately." blizzard is a really crappy company, but they do have some cool games (except that WoW sux imo heheh). the moment any girl walks in my room i whack that alt-tab button like theres no tomorrow!

yeah mythic entertainment posts a list every day of the names of ppl they ban for selling shit on ebay, using 3PPs, hax, or any other abuse of the EULA. Those damned Koreans are always making accounts just to xfer $$ to sell on ebay. I really think the Chinese and Korean governments force their citizens to do this. It sux their probably funding all their nuclear programs to take over america through ebaying mmog gear and $.

It's not counterfeiting, and it's not illegal. It may get you banned from which ever game. "Virtual items/currency" are just that, and have no intrinsic monetary value, and are not recognized as property under the law. It's code written by the company.

I'm assuming that legally when you buy "virtual money" you aren't buying the money per se. You're paying for the persons time who collected it, and the virtual money is transferred to you. Basically you can charge someone for a "service" but not for a virtual item, as a virtual item is not defined as property under the law.

The income from the virtual money sellers can be taxed as they are receiving money for a service.

no the problem is that the virtual world has a virtual economy that is just as delicate and fragile as a real world economy. Imagine if, in real life, you could just go to the bank and in exchange for something like a rare car bumper and the necessary items to fabricate a cellular phone, you could recieve $10,000,000 cash. Imagine the inflation. The same thing happens virtually, economies are all in existance due to the daily functions of a virtual society. Those who abide by the EULA and dont ebay anything are left facing prices on relatively ordinary things that are so high they consider ebaying their damned account.

Kul69 said:
How old are you? :)

how supple is your flesh >:-]
 
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I really think the Chinese and Korean governments force their citizens to do this. It sux their probably funding all their nuclear programs to take over america through ebaying mmog gear and $.

^^^Classic-
 
This post was soooo Cyber punk until MMORPGers had to derail it...

So, I'll post two replies, best for last.

1) As far as the whole counterfeiting thing is concerned: Isn't hacking things for free then selling them for profit considered Piracy? That's illegal, last I checked and not something I would broadcast(*cough*Kul69*cough*)...As far as in game items making money, to me that's just retarded. I'm a casual gamer, but I'm just about to jump into the MMO world. I've played RPGs before and love them, yet never an MMORPG. I have a copy of WoW sitting still in the box, I'm waiting to install and get my free month, waiting until I have some time to actually check it out and really dive in to see if it's for me or not.

Reading up on WoW, I found that it was all about proper character creation, like most RPGs. I would just create a character that would advance in skills/talents at a good pace and also select a character that can create items necessary for my class. Why spend real money for items? Why not just boost a character up enough so that they can be made in-game? It's ridiculous to spend more money when I'm already spending money to play in the first place.

2) The article that OP quoted touches on something that is sooo Cyberpunk, I love it...
Head-mounted displays and even skull-placed neurofeedback electrodes could be a great improvement over today’s one-dimensional graphic displays. These electrodes also might be a better, faster way to control and adjust machine operating parameters than using a keyboard and mouse.

I work on a machine all day. It's pneumatic and electronic(it bends steel shapes used in making cages for precast concrete bridge pieces)so I'm constantly reprogramming the machine to complete a requested job(aside from handling the steel-labor intensive). It uses a graphical console in which I am constantly punching keys to reprogram the machine tasks. If this machine could be hooked into my brain and I would never have to punch keys in order to get it reprogrammed or operating, I could cut job time in half, easily.

That is just the first step, folks. Now imagine the same chip/headset that I use to control the machine functions is also networked to technical support. Then if I experience trouble with the machine, rather than take things apart or troubleshoot via telephone, my errors are automatically reported and support is automatically reconfiguring programming or ringing my headset with instructions on how to mechanically fix, not troubleshoot the problem. Furthermore, if a part goes bad it is automatically ordered. Imagine the possibilities.

Basically what this whole trend of machines integrated into humans boils down to is a mechanical world that works at the speed of thought, not mechanics. If we could automate all our machines and then link their operations to our minds, we could work at the speed of thought and production rates would double, if not triple.

Here's to the glorious awakening of cybernetics.
 
well, as long as they're doing it for the money it's not as crazy as some shit people will do for a buck.
 
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