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Apr 21, 2006

Comments

1.

Ren, interesting questions. No doubt Virtual Worlds are one of the major news fads of 2006. You can't look at a tech or gaming magazine without seeing people questioning the implications of virtual worlds. Now Business Week jumps into the mix with this cover. While things are sure only to get more interesting for the future of virtual worlds, these stories seem to be a running fad and have a definite "WOW" factor to them. First the explosion of WOW has brought MMOG's into places they haven’t been before (I.E my 56 year old dad's home office.) Second, people are shocked because they don't understand that these are virtual worlds, they still consider them games. It amazes them that this sort of thing is going on inside of games.

Your questions about Wikipedia, sparks the old debate of "What is Wikipedia, can it be trusted for accurate information." Well, Wikipedia definitely has some serious issues as our congress so kindly pointed out for us. Trust in online environments is such a heated subject, and Wikipedia keeps coming under the gun (probably because it no longer works as intended). My take is, when you post on Wikipedia you engage in a system of trust, people will take advantage of these systems for personal gain (It's the kind of world we live in.) Since Wikipedia is open to everyone the accuracy of a Wikipedia post ends up being who is more determined not whose evidence is more accurate. Personally I think Wikipedia was a great idea and a great experiment in online trust showing that it is going to be a tough nut to crack.

2.

The headline on Business Week seems to imply that it's possible to make real money in these 'virtual' spaces, which, when you sit right down and think about it, is pretty darned amazing.

3.

"Personally I think Wikipedia was a great idea and a great experiment in online trust showing that it is going to be a tough nut to crack."

The great thing about Wikipedia is not that it's great or accurate (it's obviously not, at least compared to something like the Brittanica) but that it's done the experiment. And of course if someone was willing to commit the time and effort to move forward with Wikipedia's successor they would have the Wiki experience to draw off of in planning improvements.

4.

The headline on Business Week seems to imply that it's possible to make real money in these 'virtual' spaces, which, when you sit right down and think about it, is pretty darned amazing.

For centuries writers sold various fantasies through their books/writings for the reader to escape to - and made real money FROM virtual worlds... Essentially, its the same thing - similar transactions, - just different delivery medium... - Books - they are one-way text-based MUDS or communication systems with limited feedback...

5.

The amazing part is that it's on the cover of an established business magazine. After Dibbell's gig, we really should've known this for quite a long while.

6.

Many American's jobs are "virtual" - we generate email to develop clients, we feed databases for CRM or order fulfillment, we work in "call centers", we generate WORD documents as decision memoranda that in turn result in emails of polices that determine the course of multi-billion dollar corporations.

What is different between a day trader and a gold farmer?

Money is the ultimate "virtual" item and no one questions it at all - all currencies are "virtual".

The biggest surprise is that we are still separate the real and the "virtual". Men (and women) have built empires of the imagination out of the dreams and brains of their fellow men (and women). Publishing, entertainment, finance, insurance are all built on an ephermal foundation of shared imagined space.

What is new is the rather quaint notion that these virtual worlds have some meaningful existence apart from reality... it is either an act of supreme hubris or overwhelming ignorance.

The interesting problems that we all face in this field are the real interesections of these "consensual spaces" and reality, not the imagined separate "reality" of the virtual.

7.

great post, Steven

8.

What I find interesting about all this isn't the fact that virtuality is encroaching 'reality' (OMG MAKE MONEY NOW), but more the process by which mainstream users find the tools useful in their lives.

Comparisons to the internet in the early 90's aside, I've always been excited about online ventures with far-reaching implications. I believe Secondlife is one of these ideas, although it isn't clear if they'll remain the top mover in this space for long.

Living 'in-world' for me has only been an extension to my real life, not a replacement. Those that are opposed to using this medium for their benefit and enjoyment have always confused me. They'll sit for hours, passively, in front of a television, and that's okay -- but active participation in a shared human experience isn't?

Boggles my mind.


9.

Well, of course you can make real money in virtual worlds. But you can lose it, too, because the risks are enormous. The costs are staggering, too, sometimes. All kinds of patterns/rules that don't apply in RL occur in Second Life, and you're always trying to get a bead on them, then they change. SL is like staging a play, there's the high-school drama, or the Broadway show, or the blockbuster Hollywood production, the humble 5152, the half sim, the private island. The levels from amateur to professional (or pseudo-professional) are many, and the gulf is widening in places and closing in others. Don't quit that day-job yet, though.

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