(From City of Heroes) |
With
friends leaving the bar to make an appointment with a rogue by the name of
Blackstabath in World of Warcraft,
female directors well into their fifty’s are putting their projects aside to
play Second Life, and the growing
market of Role Playing Games are making its way into more and more homes. But
how much is too much?
(From Second Life)
|
RPG’s
such as E-Sims have become highly profitable businesses that fulfill the dreams
of many gamers that can be able to make a living by playing video games. People
have turned their hobby into a joint venture for riches. Together, they create
palaces of virtual property to then sell to gamers who no longer have the time
to work on their individual worlds but are more than willing to pay large
amounts for the improvement of their virtual lives. The high value gamers put
onto this virtual property serves to shorten the bridge between the real and
virtual necessities one may hold. The fact that many rather pay for a leather
couch to go into their neat little house inside the E-Sims world is frankly
outside of the norm. But most importantly, it’s a reflection on a society where
people can no longer afford many of their basic needs and those who can, find
many of their life goals so unattainable that they rather fulfill their hearts
desires with the type of happiness only an RPG can offer; and the furniture
that in the world of Sims comes at a fraction of the cost.
A
few years ago, I heard of a couple who were able to make rent, and utilities by
selling E-Sims real estate. Today, gamers like Anshe Chung have turned their
gaming passion into a multimillion-dollar industry. The “digital life mogul”,
owns a China-based company that profits on the rental of virtual property in
virtual worlds including but not limited to Second Life. (Singularityhub.com)
She has over eighty employees under her wing and her success adds to the
already strong RPG fan base. So much so
that professor of Economics, Edward CastronovaI predicts that if “virtual worlds do become a
large part of the daily life of humans, their development may have an impact on
the macro economies of Earth.” This would also cause further impact on
constitutional issues due to the lack of clarity between virtual and real life property
and who really owns either (Gamestudies.org).
In
addition, there are many games out there, not necessarily on consoles that
profit of the same sensibilities. For instance, Sorority Life, a virtual place on Facebook where teenage girls who are not able join a sorority can
“sort of” experience what it is to be part of such an organization. As a member of a real world sorority, I can
see how biased, unrealistic, and so little fulfilling Sorority Life is when compared
to an actual Sorority. However, those who have not experienced real sisterhood
as pertaining to an organization are not able to determine for themselves what
they are missing, giving up, or misjudging. I played the game many times, until
I realized that I should be out doing the virtual things I was doing within the
game, if you can call it doing; because far from and adventure, sorority Life
is more of a hard core exercise for your thumbs. All you do is click, click,
click and the computer does the rest for you.
Why
turn into my virtual self, my cute sorority life avatar? I was already a sorority
girl. Well, for the same reason that a person would pay for virtual Real Estate
on E-Sims…I couldn’t afford all the fancy clothes my avatar could earn by simply
pressing a couple of keys over and over…and over. Some gamers simply feel
insecure and want to look like they’re avatars. The trick as with everything,
is to exercise restraint. Honestly, if you could make a living from playing video
games wouldn’t you?
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