elievers in the benefits of Virtual Reality have stated,"With desires satiated to a
certain extent, individuals can move on to higher things in life, as symbolized by the Temples in
Cyberspace. This is the first step towards spirituality and a major step in reducing greed."
But the online computer game industry of 2006 is already huge, and its stunning 3D reality
and interactivity give us a glimpse of the Virtual Reality to come six years from now.
Will this futurist VR really satisfy desires and reduce greed? Consider these recent
events.
In Fuzhou, China, in the basement of an old warehouse, legions of teenagers are hard at
work playing online games for other people. In the new language of cyberspace, they are
called "gold farmers." They work in twelve hour shifts, they win battles and slay VR
beasts to get VR gold coins and other virtual valuables that can be sold for real cash money.
Greedy gamers worldwide who have neither the patience or the time to work their way
up to the more advanced levels of online games like "Worlds of Warcraft" are willing
to shell out bucks to pay the young Chinese to play the early rounds for them. According
to a New York Times report, some of these surragot online gamers make around $250 a month,
which is good by Chinese standards.
In 2006, one of the fastest growing uses of the Internet are the massively multiplayer
online games, usually role playing games (RPGs) set in outer space or some Medieval
Kingdom.
Dedicated gamers are not happy about this and the big game companies are threatening
to bring down the hammer on this outsourcing of gaming. Users agree to rules which
absolutely forbid players from selling their virtual property for real money.
In 2005 a Chinese student in Japan was busted for using a network of remote-controlled
computers to steal VR items in the online game "Linage II" and offer them for sale to
other gamers. In Shanghai, someone shanghaied a "dragon sabre" from a friend in the
popular game "Legends of Mir 3" and sold it for $870. The victim was so angry he killed
his thieving friend.
A lot is on the line for online gamers, they compete with millions of other gamers in
contests to kill enemies and get virtual money and goods. They spend about $40 to $60
dollars for the game on CD and $15 dollars a month and up for connection fees.
Greedy for a competitive edge over other gamers, some players shop Ebay to buy virtual
weapons, temples and other 3D objects to insert into their game. A Forbes magazine
reports that this market exceeds $100 million a year.
A West Virginia virtual hustler does a good business selling temples and castles in
cyberspace, along with an occasional character or magic sword. A castle from
"Ultima Online" will set you back $1500.
This guy has received threats from the Entertainment Software Association. They say
he's selling items he doesn't own. He disagrees, saying these virtual items are the
property of the gamers and have a real worth in the marketplace.
But what about gamers who purchase fake imaginary goods? Electronic Arts faced a
fiscal crisis in 2004 when VR hackers worked out just how to make millions of dollars
worth of "gold" used to purchase items in "Ultima Online." The hackers got kicked off
the game and EA deleted the conterfeit gold.