Your Real Money Is Fake Again Joseph Hirsch Dr. David E. Vanderford Econ 479 001 November 6, 2006
Introduction The idea of living two lives simultaneously is an age old concept dating back to the discovery of schizophrenia. But in the 21st century the concept has gone digital. Now mentally sound individuals can pay to have two identities. One life stored on their brains neural network, the other life, remotely hosted on a server farm thousands of miles away. Thanks to Blizzard’s World of Warcraft (6.5 million members) and Linden Reasearch’s Second Life (1.2 million residents) 7.7 million Americans own virtual avatars. (The Economist/PBS). An avatar, or “an Internet user's representation of themselves (wikipedia.com). is 100% customizable, for a price. And so the world of economics exercises its invisible hand in the virtual world as well. While one virtual community supports USD transactions and fosters them (Second Life), the other creates a black market demand through Ebay (World of Warcraft). Both Second Life and World of Warcraft stimulate the real world economy by generating revenue for the users associated with their communities. Arguments The numbers are staggering, and often times indigestible by people unfamiliar in the affairs of virtual lifestyles. In Second Life, real US dollars are traded for virtual objects everyday. Furthermore, real US dollars are converted to Linden dollars, the native currency of Second Life on the LindeX. Or as Linden Research puts it:
Second Life has its own currency, the Linden Dollar. Residents use their Linden Dollars to pay for goods and services provided by other Residents. The Linden Dollar can also be exchanged for U.S. Dollars and other foreign currencies on a number of different websites, including right here via the LindeX exchange.
But just how much money is bought and sold through the Lindex each day. And where do those dollars go once they are Linden. Each day more than 600,000 USD is spent daily. (secondlife.com Nov. 5 06). That’s nearly 220 million dollars a year. All of this is spent on virtual objects for virtual lifestyles. Land is the most sought after object in Second Life, and has a vibrant economy surrounding it. In October of 2006 8,229 acres were sold to residents at an average of 6.17 Lindens per square meter (One "acre" in Second Life = 4096 square meters). After all is said and done, that’s more than 200 million Linden dollars exchanged in October for real estate alone. To help with the real world application of this virtual real estate bubble, 1 USD converts into roughly 271 Linden Dollars, The real estate market in Second Life is worth roughly 750k USD monthly. The rest of the nearly 18 million USD spent monthly goes to hair styles, clothes, scuba gear, cars, alcohol, watches, palm trees, or anything else your imagination can fathom. Some people, albeit a very small percentage, have found a way to make a living off this virtual world alone. In October of 2006 160 people generated USD profits of $2000 or greater through commerce generated in Second Life. Either through Land
transactions or otherwise (even American Apparrel has a virtual store where you can buy virtual replicas of their real world clothing turns a profit) these individuals have generated revenues for themselves (secondlife.com). Even more interesting, in October of 2006 91 transactions occurred worth more than 500,000 Linden. At 271 Linden per dollar, that’s 91 transactions of nearly $2000 USD for virtual goods! World of Warcraft, on the other hand does not have a currency system with an exchange rate for USD. While Second Life users get an allowance of Linden Dollars monthly, and involve themselves in virtual economies to generate revenue, much of the Gold, Silver, and Copper used for transactions in the World Of Warcraft are generated through killing monsters and the like. Another interesting aspect of the game is how items are bought and sold. In most games, items are sold by the actual software of the game and have set prices. Hence, the software has a monopoly on all items in the game and can sell goods at whatever price it deems is appropriate. In World of Warcraft, however, things are quite different. Individual players often come across items that they either don't need or can not use, in which case these players go to the virtual auction houses within the game and sell their items at a certain price. In World of Warcraft players are focused on leveling Up their character, that is to bring them from level 1, the starting level, to level 60, the highest level in hundreds of pre defined skill sets (anything from fighting, to metal working to fishing). This process is aided and abetted by the items bought and sold in the auction houses speckled through out the virtual world. “These auction houses have allowed for prices to fall and rare items to become commonplace. Hence, because of the profit incentives to sell items at the
auction houses for competitive rates, the "standard of living" of all characters in the game has increased.” (Villacampa). World of Warcraft operates under the same Economic forces as the real world. Blizzard Entertainment, owner of all things Warcraft, makes their money from a membership levied on its players, instead of a virtual currency exchange. At 14.99 a month, Blizzard makes nearly $100 million USD a month in revenues. This is a fairly substantial fee for people already paying $40.00 for the software on CD. Players interested in becoming virtually rich in WoW have black market options. MyGameStock.com sells 5000 WoW gold for $750 (appox 6.66 Gold units per dollar). Because real estate options in WoW are not currently available (although planned for in a future expansion). A direct correlation between Wow Gold’s value for virtual Real Estate cannot be computed or accurately compared to the Linden Dollars buying power. Instead WoW Gold can be examined another way. By using a the skinning skill set one can “ yield 500 gold in 2 days … you will have to play 8 hours a day in order to do it, and for some people this just isn't realistic” (freewarcraftguides.com). However, this does illustrate something important, 16 hours of gaming (or working) yields 500 gold. Using prior math 500 gold is worth about $75 or, you can make approximately $4.70 per hour in World of Warcraft.
Conclusion
Although Virtual Worlds have not completely infiltrated the average American, some 7.5 million users play inside the most popular versions, driving economic forces within and outside of those worlds. This is only the beginning of Virtual Worlds and their new currencies and economics, if trends continue in this direction one day the Linden or Gold may be purchased through Forex.
Work Cited: "Economic Statistics." Second Life. 5 Nov. 2006 . Glaser, Mark. "Wired, CNET, Reuters Agog Over Second Life." PBS. 5 Nov. 2006 . Villacampa, Alexander. "The Economics of World of Warcraft." Lew Rockwell. 5 Nov. 2006 . "World of Warcraft Gold Guide." Free WarCraft Guides. 5 Nov. 2006 . "World of Warcraft Gold." My GameStock. 5 Nov. 2006 . Yellowlees, Peter. "Living a Second Life." The Economist. 5 Nov. 2006 .