New Blog Address

Ryan's blog can now be found HERE.

Tuesday, June 19, 2007

The Future of Community Development?

Think about this article. In a virtual world, everyone's time is equally valuable and everyone has access to markets. Why wouldn't a person in China spend hours collecting virtual currencies in World of Warcraft or Second Life? This thought has my mind spinning.

More than eight million people around the world play World of Warcraft — approximately one in every thousand on the planet — and whenever Li is logged on, thousands of other players are, too. They share the game’s vast, virtual world with him, converging in its towns to trade their loot or turning up from time to time in Li’s own wooded corner of it, looking for enemies to kill and coins to gather. Every World of Warcraft player needs those coins, and mostly for one reason: to pay for the virtual gear to fight the monsters to earn the points to reach the next level. And there are only two ways players can get as much of this virtual money as the game requires: they can spend hours collecting it or they can pay someone real money to do it for them.

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