By Sonia Arrison TechNewsWorld
11/12/04 5:00 AM PT
In games like "Second Life," where people can reap the benefits of their labor, huge amounts of fascinating items and services are produced. Strolling around "Second Life," one is taken aback by the abundance of art works and creativity, including avatar clothing shops, hip dance clubs and wild-west towns.
Learn How You Can Protect Your Virtual Datacenter With Trend Micro™ Enterprise Security, powered by the Trend Micro Smart Protection Network™ infrastructure, you can mitigate risk and maximize the benefits of virtualization. Get the free eBook to learn how.
Someday, someone might write a book called "Everything I Needed To Know About Economics, I Learned in My 'Second Life.'" That's because the multiplayer online gaming space "Second Life" provides, along with fun, valuable lessons about economics and human behavior.
Created by the San Francisco-based company Linden Lab, "Second Life" (SL) is an online digital world where real people interact with each other through image representations called avatars. Everyone who joins is given an avatar whose appearance they can alter as they wish.
The reasons for participating in this rich 3D world are about as varied as the people who join -- some are looking for adventure, others for an alternate experience or perhaps an escape from what is sometimes called the "earth world."
Virtual Currency
Avatars can build and sell things, such as clothing or airplanes, and these transactions can be paid for with the game's currency, dubbed the Linden dollar (LD). The fascinating thing about the LD is that at sites such as The Gaming Open Market, it trades against the U.S. dollar, making economic activity in the digital space directly connected to the earth-based economy.
For those not involved in the gaming world, it might be surprising to discover that digital world currency trading is rapidly growing.
According to Cory Ondrejka, Linden Lab's VP of product development, "In the first quarter of 2004 alone, eBay (Nasdaq: EBAY) users sold more than US$5.85 million worth of digital world currency, objects and accounts. This nine-percent year-on-year increase is all the more impressive, as eBay captures neither the Korean market nor EverQuest sales." And with the growth of this digital economy, one can see economic truths hold in both digital and earth worlds.
Earth Economy
First, intellectual property is an extremely important driver of creativity and economic activity. As Ondrejka told participants last weekend at the Accelerating Change conference at Stanford University, people own all the things they make in SL.
This ownership matters not only from a profit-making point of view, but also from a reputation or acknowledgement standpoint. That is, even if people do not immediately get cash for their creations, the acknowledgment they get when ownership is assigned motivates them to take great care with their projects.
When asked about open-source methods of creation, where multiple authors contribute to a work which is often distributed for free, Ondrejka explained that, in his experience, it is "not good for art or games." Indeed, anyone swayed by earth economy idealists that intellectual property doesn't matter should heed examples from the digital world.
In games like SL, where people can reap the benefits of their labor, huge amounts of fascinating items and services are produced. Strolling around SL, one is taken aback by the abundance of art works and creativity, including avatar clothing shops, hip dance clubs and wild-west towns.
More Than Money
Utopians might lament that economics is a significant motivator, even in the digital world, but what they should learn from this demonstration is that value, not money, ultimately matters. The physical components of a hundred-dollar bill, for example, are not worth one hundred dollars. The real worth lies in the value that one can get from trading the bill.
When I buy a leather outfit from an SL designer for $80 LD, that $80 LD is an expression of the value of the outfit to me, not the objective value of the piece of digital code. People seek to carry out commerce in a world where the characters don't need food or shelter or any of the basic physical needs, and that says something about human nature.
Trading goods and services maximizes time and utility, allowing individuals to obtain their goals and increase their happiness. When gaming communities try to stop commerce, as some have done, a black market forms and trading continues as people ultimately always follow their self interest.
A digital economy teaches that intellectual property matters, that value comes from perceived worth, and that commerce is a tool for humans to obtain happiness. Capitalism, an economic system based on private property, voluntary exchange, and individual choices, matters a great deal, even in one's "Second Life."
Sonia Arrison, a TechNewsWorld columnist, is director of Technology Studies at the California-based Pacific Research Institute.
The Importance of Solaris 10 November 11, 2004
A lot of business processes now limited by technology costs and software complexity can be simplified right down to affordability. That's what Solaris 10 is really about, and the 10-year impact is likely to be like nothing we've seen before.
Related Stories
Sedona Reports Revenue Doubled in Second Quarter August 13, 2004
The company attributed the quarter's increase in revenues to the $300,000 of income from related party service revenues for ACEncrypt Solutions and royalty and services fees from indirect distribution channel partners. Revenue reported for the first six months of 2004 was $694,000, versus $765,000 reported in the six months of 2003, a decrease of 9 percent.
American Trekking Seeks Better Place for All August 06, 2004
Consider the "prime directive," which says that the Federation is not to interfere with alien cultures. For the most part, the Star Trek crew tries to abide by the prime directive of cultural freedom, but there's been many an episode where the ideal of individual liberty required their interference.
Outsourcing and Protectionist Rhetoric in the Senate July 09, 2004
Opsware chairman Marc Andreessen points out that, just as in agriculture, automation will make America more efficient and productive. "Manufactured goods will keep getting cheaper and more plentiful, manufacturing companies will get continually more productive, and jobs will be continually created in areas around manufacturing," he said.
Product Branding and the Advantage of Being Second June 23, 2004
About ten years ago there was an absolute market frenzy over premium beer. One brewer, Samuel Adams, seized on the idea of using only two-row barley, imported hops, pure water and nothing else -- and soon imitators were as thick as lizards on a warm rock. All these imitators ended up effectively proselytizing for Sam Adams instead of themselves.
Food Fight: The Bogus Protests of Biotechnology June 11, 2004
Dr. Henry Miller of the Hoover Institution at Stanford University, and former FDA official, has written that hybridization, in which genes are moved from one species or one genus to another, might sound dramatic, but "the results are as mundane as a tomato that is more resistant to disease or has a thicker skin that won't be damaged during mechanical picking."
Related News Alerts
More by Sonia Arrison
The Trouble With Augmented Reality and Other Cool Tech February 24, 2010
New technologies that allow users to interact with one another in virtual settings are undoubtedly cool, but augmented reality is served best with a heavy dollop of privacy -- or at least, choice. Social networking fans like Facebook CEO Mark Zuckerberg may believe that the new social norm is making one's personal life fully public, but the recent uproar over Buzz suggests that he's dead wrong.
Is Personalized Medicine Anti-Establishment? January 27, 2010
Affordable genome sequencing is coming soon, but few doctors appear ready to deal with the difficult issues this technology could raise. Suppose a doctor sequences a genome for cardiac data, but finds genes indicating a very high cancer risk in the process. Would the doctor have an obligation to tell the patient? "Doctors aren't prepared for these big conversations," said Stanford law professor Hank Greeley.
Net's Top Two Powerhouse Players Talk Policy December 18, 2009
Intellectual property was at the heart of many discussions at this year's U.S.-China Internet Industry Forum. Though the software piracy rate currently stands at 80 percent in China, there are hopeful signs. Now that it is moving toward a knowledge-based economy, the realization is dawning that it's in China's own best interests to do a better job of protecting IP.