Virtual Worlds: A First-Hand Account of Market and Society on
the Cyberian Frontier
Edward Castronova
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I. A New World
Journal entry, 18 April. I have called my avatar ‘Alaniel.’ I land in Norrath
for the first time, in a town called Freeport. I am standing
in a stone courtyard behind a gate. I see several lean-tos and
a firepit. All around I hear the sounds of footsteps and I see
humanoids of various shapes and sizes running back and forth,
names like “Zikon” and “Sefirooth” over their heads, wearing
odd costumes, carrying strange implements. Are they people? Or
merely beings created by the software? Statements flow into my
chat box at a rapid rate. “Galadriel shouts: Looking for bind
at gate.” I see a being with the name Galadriel. Is he talking
to me? What is he saying? “Friitz says out of character: brt
omwb.” What? No sign of anyone named Friitz. “Ikillu auctions:
WTS bone chips.” An auction. What should I do? I feel the presence
of humanity, but I suddenly feel like a stranger in a very foreign
culture. I become afraid of breaking some taboo, of making a
fool of myself. Clumsily, I maneuver Alaniel toward the nearest
lean-to and hide behind it. No one can see me here.
On March 16, 1999, Verant Interactive, a holding of Sony, launched an on-line
computer game called Everquest on five servers in San Diego, California,
USA. [1] With
that act the company called into existence a new world named “Norrath” that
has become a meeting place, a market place, and even a home, to
tens of thousands of people. This paper offers a first-hand look
at the people, the customs, and especially the economy of this
New World.
Why bother? Isn’t Norrath just part of a silly game? Perhaps
it is, on an abstract level. But economists believe that it is
the practical actions of people, and not abstract arguments,
that determine the social value of things. One does not study
the labor market because work is holy and ethical; one does it
because the conditions of work mean a great deal to a large number
of ordinary people. By the same reasoning, economists and other
social scientists will become more interested in Norrath and
similar virtual worlds as they realize that such places have
begun to mean a great deal to large numbers of ordinary people.
Almost 1 million people already have active accounts in Virtual
Worlds. At a time when many ecommerce concerns are going under,
revenues from on-line gaming will grow to over $1.5 billion in
2004. Some 60,000 people visit Norrath in any given hour, paying
for the privilege, around the clock, every day, year-round. Nearly
a third of the adults among them – perhaps some 93,000
people out of Norrath’s 400,000 person user base – spend
more time in Norrath in a typical week than they do working for
pay. The exchange rate between Norrath’s currency and the US
dollar is determined in a highly liquid (if illegal) currency
market, and its value exceeds that of the Japanese Yen and the
Italian Lira. The creation of dollar-valued items in Norrath
occurs at a rate such that Norrath’s GNP per capita easily exceeds
that of dozens of countries, including India and China. Some
20 percent of Norrath’s citizens consider it their place of residence;
they just commute to Earth and back. To a large and growing number
of people, virtual worlds are an important source of material
and emotional well-being.
Virtual worlds may also be the future of ecommerce, and perhaps
of the internet itself. The game designers who created thriving
places like Norrath have unwittingly discovered a much more attractive
way to use the internet: through an avatar. The avatar represents
the user in the fantasy 3D world, and avatars apparently come
to occupy a special place in the hearts of their creators. The
typical user devotes hundreds of hours (and hundreds of dollars,
in some cases) to develop the avatar. These ordinary people,
who seem to have become bored and frustrated by ordinary web
commerce, engage energetically and enthusiastically in avatar-based
on-line markets. Few people are willing to go web shopping for
tires for their car, but hundreds of thousands are willing to
go virtual shopping for shoes for their avatar.
The business potential of this interest in avatar shopping is not lost on everyone.
Mindark, a private Swedish company, hopes to use avatar-based shopping
to build a global network monopoly in internet interface. The strategy:
start a virtual world in a game of truly massive scale, so that
millions can use it at any time. Make the game free. Allow people
to use their credit cards to make transactions. Then wait for the
society and markets to develop, and invite Earth retailers to open
3D stores in the virtual space. At that point, your Lara Croft
lookalike avatar will be able to follow up her tough day of adventuring
with a run into the nearby virtual JC Penney -- to buy her owner
a new suit, for real money. The commercial potential of the new
virtual worlds is impressive, and makes them well worth a first
look.
In the past, the discovery of new worlds has often been an epochal event for
both the new world and the old. The new world typical has a herald,
a hapless explorer who has gotten lost and has wandered aimlessly
about in strange territory, but has had the wit and good fortune
to write down what he has seen, his impressions of the people,
and the exciting dangers he has faced, for an audience far away.
In similar fashion, I stumbled haplessly into Norrath in April
2001, and then spent four months wandering around there. It took
me about six weeks to get my bearings. I began recording data in
May. And I assure you, I faced many dangers, and died many, many
times, in order to gather impressions and bring them back for you.
In the end I have been able to include only a small fraction of
what I have learned, indeed only enough to give a flavor of what
is happening. I apologize to readers who find that I have left
out something of great importance.
My report is structured as follows. Section II, below, describes
the universe of virtual worlds of which Norrath is a member,
and gives an overview of the economic and social impact these
worlds have already generated. Section III, focusing on Norrath
alone, describes the organization of society and economy and
provides some indicators of macroeconomic health, such as the
exchange rate, the inflation rate, GNP per capita, and the poverty
rate. Finally, Section IV sketches the forseeable near-term future
of virtual worlds, with some thoughts on the broader implications
of virtual worlds for everyday human life. Appendices containing
technical material an be found in a longer version of the paper
available in Volume 2 of the Gruter Institute Working Papers
on Law, Economics, and Evolutionary Biology (www.bepress.com/GIWP).
For those interested in doing research on Norrath, that paper
also offers a list of potential projects that came to mind during
my tour.
- II.Virtual Worlds
-
- A.The Market for Virtual Worlds
Journal entry, 18 April. A new avatar on a different server.
Same world, different people. First steps outside the gate
of Freeport. Bustling activity all around, but I feel ignored,
which is good – my first conversations went poorly as
I had trouble speaking the language. Suddenly my chat box lights
up with message from a Being named “Deathfist Pawn” to the
effect that I will not be allowed to ruin his land. Then: “Deathfist
Pawn hits YOU for 2 points of damage.” I hear myself grunt
in pain. Flustered, I peer out and see no one. “Deathfist Pawn
hits YOU for 3 points of damage.” He is behind me of course.
I learn that you can be attacked here. Why is this person attacking
me? What have I done? I guess I have to fight. “Deathfist Pawn
hits YOU for 5 points of damage.” A sickening gashing sound
is heard – my flesh. I fumble for my sword. The chat
box reports “You have been slain by Deathfist Pawn.” The screen
freezes. I am dead.
A virtual world or VW is a computer program with three defining features:
- Interactivity: it exists on one computer but can be accessed
remotely (i.e. by an internet connection) and simultaneously
by a large number of people, with the command inputs of one
person affecting the command results of other people.
- Physicality: people access the program through an interface
that simulates a first-person physical environment on their
computer
screen; the environment is generally ruled by the natural laws
of Earth and is characterized by scarcity of resources.
- Persistence: the program continues to run whether anyone
is using it or not; it remembers the location of people and
things,
as well
as the ownership of objects. [2]
A VW is the product of combining the graphical 3D environment
of games like Tomb Raider with the chat-based social interaction
systems
developed in the world of Multi-User Domains (MUDs). In
Tomb Raider, you run a little person around on your screen and
do things; in
a VW, other people are running around in the same virtual
space as you are, and they can talk to you. VWs can trace
their history
back to on-line games on the ARPA-Net in the 1980s. The
game that started the recent explosion of VWs was Meridian 59,
or M59 (Colker,
2001), begun in 1995 by Andrew and Chris Kirmse, two Microsoft
interns. They made a town and an open field and let users manipulate
the environment by issuing keyboard and mouse
commands to a graphical representation of themselves. This virtual
persona, now known as an ‘avatar,’ could be told
to walk here and there, pick up a sword, look behind a bush,
and hit whatever
was there. [3] To
make things interesting, you could chat with others, and there
were biots in the world: computer-driven beings, also known as
mobile objects or MOBS. In essence, biots were either monsters
who would attack and kill an avatar on sight, or merchants who
would talk to the avatar from a script and buy and sell things.
[4] Given the circumstances presented by the objective functions
of the
biots, the avatar’s survival and success depended on its
ability to deal with merchants and defend itself from monsters.
The avatar
could join with other avatars to kill powerful monsters, and
loot the corpse to become the new owner of whatever the monster
held. Items could be traded back and forth between avatars. All
of these events unfolded on the user’s computer screen
like a moving picture, and communication went back and forth
via text-based
messages. When the user left the world and came back hours later,
their avatar was returned to the spot they left, still possessing
whatever she had held before. M59 made its debut in October 1996
and survived until August 2000, when competitive pressure from
much larger VWs forced its closure. At its closing, hundreds
of people mourned its loss. They felt that the world had been a
significant part of their lives in the few years it had existed.
People had made friends there and were
loathe to leave. [5]
M59 was quite small by contemporary standards; current VWs can
support several thousand users simultaneously on a single server.
The first VW on this scale was Ultima Online (UO), launched in
Fall 1997. UO is owned by Electronic Arts, a California-based
publicly-traded software company with 3,600 employees and $1.3
billion in annual revenues. [6] Its
popularity led to the development of other VWs, especially Sony/Verant
Interactive’s Everquest, launched in Spring 1999 and now
the industry leader in terms of subscriptions. Everquest undergoes
its third major expansion in December 2001. Microsoft entered
the competition in Spring 2000 with Asheron’s Call. Recent
new competitors include Anarchy Online, released in June 2001
by
Funcom, a 120-employee Norwegian company, and Dark Age of Camelot,
by Mythic Entertainment, a small Washington DC company. The first
VW not based on killing and adventuring will appear in
2002, when Electronic Arts releases The Sims Online.
The market is quite competitive at the moment, but since VWs
are human networks, there is reason to believe that only a few
VWs will eventually dominate the market. [7] The
tendency to network monopoly is enhanced by the fact that most
people seem to be willing to “live” in at most one
fantasy world at a time, and switching is costly as it can take
weeks to become
familiar
with a new world.
The growth in the number of VWs has been spurred by a growth in user base and
revenues; VWs stand out as one area of internet commerce that actually
seems to be profitable. With most software game titles, the user
pays a one-time fee to purchase the game. With VW-based games,
the user purchases the game software and then pays additional monthly
fees (from $10 to $20) to access the VW on an ongoing basis. This
revenue stream seems to be stable and growing. While most firms
do not publish these figures regularly, there are estimates from
March 2001 putting the combined subscriber base for VWs at about
800,000, 360,000 subscribing to Everquest and another 230,000 to
UO (Harris, 2001; Zito, 2001). By late summer 2001 the subscriber
base to Everquest was said to be over 400,000 (according to off-hand
remarks by developers on discussion boards), a growth of over 10
percent in two quarters. And this is for a computer game that is
ancient by industry standards, already over two years old. Sony’s monthly revenues
from Everquest are about $3.6 million; revenues from online gaming
were $208 million in 2000 and are estimated to grow to $1.7 billion
in 2004 (Zito, 2001). [8] A
site maintained by VW programmer Patrik Holmsten (hem.passagen.se/ulkis/)
estimates that there are currently 18 VWs running and publicly
available, with 40 others in development. [9] At
a time when many ecommerce ventures are struggling, VWs have become
a flourishing sector of the economy.
The business success of VWs derives from their ability to attract
customers who are willing to pay an ongoing fee to visit the
world, and that requires VWs to offer a form of entertainment
that is persistently more attractive than the competition. As
it turns out, VWs seem to be able to offer entertainment that
is attractive enough to many people that they sacrifice major
portions of their time to it. A survey of Everquest users conducted
by Nicholas Yee, an undergraduate psychology major at Haverford
College, indicates that the typical user spends about 22 hours
per week in the game (Yee, 2001). My own survey of Everquest
users (see Section III below) indicates that the median user
devotes 4 hours per day and more than 20 hours per week to the
game. In Yee’s study, many people used the term ‘addiction’ to
describe their own behavior, perceiving their time in the VW
as a source of serious conflict with various Earth activities
and relationships. [10] If
we take the economist’s view, however, and see their behavior
as rational choice, we must conclude that VWs offer something
that is perhaps a bit more than a mere entertainment to which
the players have become addicted. Rather, they offer an alternative
reality, a different country in which one can live most of one’s
life if one so chooses. And it so happens that life in a VW is
extremely attractive to many people. A competition has arisen
between Earth and the virtual worlds, and for many, Earth is
the lesser option.
B. An Avatar’s Life
Journal entry, 20 April. I have made my first kills, mostly
rats. They did me a great deal of damage and I have been killed
several times. I do return to life but it is a pain to go through.
Nonetheless, I have to attack the rats. I need money to buy
edible food and water, and rat fur, and other similar
junk, is about the only thing I can get my hands on that the
vendors will
pay money for. I was hoping to do more exploring and less work,
but a woman named “Soulseekyre” told me that beyond Freeport
lie biots so powerful they could kill me instantly. My problem
is that I am under-equipped. Soulseekyre was wearing an elaborate
suit of armor and she had impressive weapons. I have been basically
naked, carrying only a simple club, a caveman in a world of
cavaliers. My poverty is oppressive – no amount of rat
fur is sufficient to buy even a simple tunic at the ludicrously
high prices of the merchant biots. Fortunately I just killed
enough rats to gain a “level” of experience, and I seem to
have become a much more effective rat killer.
What features of the virtual worlds give them this competitive
edge? An overview of the conditions of existence in VWs will
provide some obvious answers. To enter a VW, the user is first
connected to the server via the internet. Once the connection
is established, the user enters a program that allows them to
choose an avatar for themselves. In all of the major VWs, one
can spent an extraordinarily long time at this first stage, choosing
the appearance of the avatar as well as its abilities. Always
wondered what it is like to be tall? Choose a tall avatar. Want
to be one of the smart people in society? Make your avatar a
brilliant wizard. Need to get out your aggressions? Give your
avatar immense strength and a high skill in wielding a mace.
Think it would be fun to be a beautiful dark-skinned woman? Go
for it. These choices occur under a budget constraint that ensures
equality of opportunity in the world: Your mace-wielding ogre
will be dumb, and your brilliant wizard will have a glass jaw.
At the same time, the budget constraint ensures equality among
avatars along dimensions that most people think should not matter
for social achievement. In particular, male and female avatars
have the same initial budget of skills and attributes. Avatars
whose physical characteristics (i.e. skin tone, size) are associated
with any benefit in the game must accept some compensating disadvantage.
Any inequality in the VW can only be due to one of two things:
a) a person’s choices when creating the avatar, or b) their subsequent
actions in the VW.
Once the avatar is created, it is deposited at some place in
the VW. Because most of the laws of Earth science apply, most
of the time, it is quite easy to “become” the avatar as you perceive
the world through its eyes. You cannot run through walls; you
can only see where you are looking; if you are at Point A and
want to get to point B, you will have to walk your avatar in
that direction. If you jump off a roof, you will fall and hurt
yourself. When the sun goes down, it gets darker and you will
need a light. If you do something over and over, you will get
better at it. If you hold things, you might drop them; if you
drop them, someone else may pick them up. You can give things
to another avatar if you wish. You can hit other avatars and
biots. You can kill them if you wish. And they can kill you.
Of course the natural laws of Earth need not apply in a world
that exists entirely as software, and much of what defines an
avatar’s uniqueness is its ability to bend or break some of these
laws and not others. Depending on the skills chosen, an avatar
might be able to fly, see for miles, hypnotize, heal wounds,
teleport themselves, or shoot great flaming fireballs at other
avatar’s heads. Again a budget constraint applies: those who
can heal or hypnotize often have difficulty summoning a fireball
worthy of mention. As a result, avatars come to view themselves
as specialized agents, much as workers in a developed economy
do. The avatar’s skills will determine whether the avatar will
be a demander or supplier of various goods and services in the
VW. Each avatar develops a social role.
Social roles are defined through communication with other avatars.
When an avatar is launched into the VW, it is granted a limited
ability to communicate with other avatars. The communication
is in the form of a clipped written English (“chat”).
[11] An
avatar may approach another avatar, type a message out on the
keyboard, and send that message to the other avatar. Depending
on the nature of the laws of sound in the VW, an avatar may also
be able to overhear the conversations of others, as well as hold
conversations with avatars hundreds of virtual miles away. These
communications allow social interactions that are not a
simulation of human interactions; they are human interactions,
merely extended into a new forum. As with any human society,
it is through communication that the VW society confers status
and standing.
As it turns out, the social standing of the avatar has a powerful
effect on the entertainment value of the VW. Having specialized
in certain skills, an avatar may find the accomplishment of certain
goals much easier with the assistance of an avatar who has a
complementary skill. For example: When traveling from A to B,
the monsters must be killed and so skills in destruction are
needed; when traveling from B to C, the monsters must be evaded
and so skills in deception are needed; when traveling from A
to C, one should form a party consisting of a destroyer and a
deceiver, rather than travel alone. An avatar who does not form
social relationships on at least an ad hoc basis will generally
have a more difficult time doing things in the VW. In some VWs,
it is a matter of survival – an avatar acting alone will
eventually starve or be killed by a biot.
These social relationships are essential, and they emerge under
the same kinds of circumstances as required in Earth societies:
two people with complementary abilities or resources have an incentive
to engage in mutually beneficial trade. It follows that an avatar
must have skills to do and see much in the world.
However, developing the avatar’s skills takes time; monsters must
be killed, axes must be forged, quests must be completed. The result
of all this effort, which can take hundreds of hours, is “avatar
capital”: an enhancement of the avatar’s capabilities through training.
In most VWs, capital is given by a number called the “level,” so
that an avatar at level 6 who kills 100 kobolds is given an increase
to level 7. With that increase comes an enhancement of the avatar’s
abilities, which then makes the avatar a more attractive social
contact.
In sum, activity in the VW requires social integration, but social integration
requires activity: the avatar faces the same sort of social reward
systems as are found in Earth society. The leveling and integration
system also draws on the basic human tendency to get self-esteem
from the opinions of others, and the result is that users are powerfully
motivated to increase their avatars’ abilities. Like the humans
who imbue them, avatars find themselves on something of a treadmill
of social success through avatar capital accumulation: they must
work to advance, but each advancement raises the aspiration level
and spurs them to still greater work (Easterlin, 2001). It is the
success and standing of avatar that makes people devote hundreds
of hours to virtual worlds, indeed so many hours that one can almost
believe that many people do live there, wherever it is,
and not on Earth.
C. Scarcity is Fun
Journal entry, 22 April. I have killed enough rats to have earned the title “Ratslayer
of Freeport.” But powerful orcs lurk in the beyond, and I need
a better mace. To get a better mace, I have to go from Freeport
to the hobbit village of Rivervale. If I go on my own, I will
be killed by bears. I walk as far as I can safely go, and then make
my first ever general appeal for help. Thinking that
an Elizabethan tone would be helpful, I shout “Brave adventurers!
I seek safe conduct to Rivervale! I can only compensate you with
my eternal gratitude!” The woods and fields erupt in guffaws
and insults: “ne1 want to hold the newbie’s hand?” and “geteth
a clueth you n00beth.” then i get eaten by a bear.
The avatar seems so entertaining that it generates hundreds of millions of dollars
in annual revenue for gaming companies. Why? Certainly, one can
understand why many people would prefer existence in a VW to existence
in the “real world.” Unlike Earth, in VWs there is
real equality of opportunity, as everybody is born penniless and
with the same
minimal effectiveness. [12] In
a VW, people choose their own abilities, gender, and skin tone
instead of having them imposed by accidents of birth. Those who
cannot run on Earth can run in a VW. On Earth, reputation sticks
to a person; in VWs, an avatar with a bad reputation can be replaced
by one who is clean.
Yet VWs are only one of many different ways of constructing
an avatar space; other approaches have not had the same commercial
success. Before the explosion in VWs, there were a number of
virtual reality avatar spaces that offered similar forms of entertainment,
for free. [13] Users could create their own avatars and
chat with other avatars. They could build rooms and wander about,
looking at other people’s houses. Some of these user-built
avatar spaces became extremely large; Alpha World began as a
virtual
plain and was built, byte by byte, into a vast city by hundreds
of thousands of users (Damer, 2001). There were a number of ways
to amuse one’s self in these places: one could look around
at pretty virtual landscapes, or simply talk to others, or show
off your avatar’s skills (“Look what happens when
I shoot a fireball at my head!”). However, these first
generation avatar spaces failed to sustain any interest from
private companies; most have
folded or are maintained by private contributions (Damer, 2001).
Their failure helps identify the source of the success of VWs,
because there really is only one major difference between these
avatar spaces and VWs: Scarcity. Nothing was scarce in the avatar
space. A user could create as many avatars as desired; all avatars
had equal abilities; the user could build without limit, as long
as the desire to write code persisted. The activities of one
avatar posed no real obstacle and imposed no significant cost
on any other avatar’s activities.
In a VW, conversely, the user faces scarcity along a number
of dimensions. First, not all avatars are the same: the user
faces constraints on the creation of avatars and, through leveling,
on the development of their abilities. An avatar may die, and
death may rob it of some or all of its powers. Second, the avatar
is constrained by the physicality of the VW in that a large percentage
of important goods and services can only be obtained from other
avatars or from biots, always at a price or by risking death.
No free lunches. Third, the avatar is constrained by society
in the VW, in that social roles are not open to everyone; an
avatar must compete against other avatars to fill a role. In
a sentence, avatars in avatar spaces could do no work and still
do anything that any other avatar could do; avatars in VWs must work
to do anything interesting at all.
And, somewhat shockingly, scarcity is what makes the VW so fun.
The process of developing avatar capital seems to invoke exactly
the same risk and reward structures in the brain that are invoked
by personal development in real life. The idea is shocking because
it seems to suggest that utility and well-being are not the same
thing. Utility always rises when constraints are relaxed, yet
people seem to prefer a world with constraints to a world without them.
[14] Constraints create the possibility of achievement, and it
is the drive to
achieve something with the avatar that seems to create an obsessive
interest in her well-being. Moreover, since the VWs are inherently
social, the achievements are relative: it is not having powerful
weapons that really makes a difference in prestige, but in having
the most powerful weapons in the world. In a postindustrial society,
it is social status, more than anything else, that drives people
to work so diligently all their lives. In this respect, VWs are
truly a simulacrum of Earth society.
But the rules are different in important ways, making VWs more
popular, for many, than both Earth society and the avatar spaces
that preceded them. VWs offer the essential human story of challenge,
maturity, and success, but played out on a more level playing
field. They offer life with an escape clause, because if things
go wrong and you cannot walk or talk and everyone hates you,
you can just start over. And they give you a freedom that no
one has on Earth: the freedom to be whomever you want to be.
Already, a large number of people seems willing to pay an ongoing
monthly fee to enjoy this privilege, and the numbers are growing.
For many, the best world is one with scarcity but perfect equality
of opportunity. VWs provide such a world and, as a result, they
seem to be growing in importance as a forum of human interaction.
III. The Norrath Economic Report, 2001
journal entry, 25 april. after the rivervale fiasco, i feel that my second
avatar is socially dead. i could wait for my reputation to improve,
but i just feel too stupid. so i started a third avatar, a halfling,
basically a midget. i made him a healer. it turns out that healers
are in high demand. ive been playing him two nights and people
i don’t know keep coming up and saying “heal
me.” im making a little money at it, which is good. and i am
learning which biots to kill and how to kill them. ive also
learned theres a whole world of trade skills you can learn,
baking, tailoring, blacksmithing. to do all these things you
need skill, which means you need to train and develop the avatar.
meanwhile, im seeing more of the world. i realize i have only
seen about 5 percent of it so far. it is big.
VWs are amusing and profitable, that much is
certain. Are they “real” societies
in any sense? [15] From
an economist’s point of view, any distinct territory with
a labor force, a gross national product, and a floating exchange
rate,
has an economy. By this standard, the new virtual worlds are
absolutely real. [16] In
this section I will document the existence of an economy in Norrath,
the VW of the game Everquest. My report on Norrath will cover
four areas:
A. Data and methods
B. Population of Norrath
C. Microeconomic conditions in Norrath: the main markets
D. Macroeconomic indicators for Norrath
A. Data and Methods
journal entry 25 april. new avatar, new server.
ive started to “group,” basically team up with other players
to kill monsters. my unique effectiveness is to heal, so i
spend my time healing
warriors so they can go back and fight. it turns out that grouping
is essential to advancement, and people can quickly get bad
reputations from cheating on the group. it’s just a 6-person
prisoner’s dilemma. so i try to keep playing ‘cooperate’ even
after someone has defected. and, lo, i have had no trouble
be re-invited for groups.
I choose Norrath because its mother game, Everquest, is the
industry leader in terms of subscriptions and revenues. [17] My
attention was first drawn to this topic by news articles in January
2001 reporting that dollar-denominated trade in Norrathian goods
had become so extensive that Sony, the owning corporation, had
pressured auction sites like Ebay and Yahoo to forcibly close
down any Norrath-related auctions on the site (Sandoval, 2001).
[18] Its
economy seems as extensive as the other economies, although Ultima
Online is also extremely well-developed and has been the subject
of media scrutiny as well. [19] However,
there are more dollar-based trade and currency transactions involving
Norrath than the other VWs.
If there were extensive prior research on these
VWs, of course, it would be possible to report about them all.
However, it seems
that virtually no academic attention has been devoted to VWs
to date, judging from a search of 8 major research databases
covering public affairs (PAIS), economics (Econlit), humanities
(Arts and Humanities Search, Humanities Abstracts), sociology
(Sociological Abstracts), communications (ComAbstracts), and
mainstream media (Lexis-Nexis). The search covered the words
MMORPG, Everquest, Ultima Online, Asheron’s Call, Anarchy Online,
Persistent State World, and Persistent Online World. (“Virtual
World” was too general and yielded thousands of hits; those I
examined were all unrelated to VWs as understood here.) These
searches produced
66 hits, all of them newspaper and magazine articles, many of
those being tongue-in-cheek “Everquest wrecked my marriage” human
interest stories. In the end, the report will focus on Norrath
only because there is not enough time to report more broadly
on all the virtual economies in existence. I have had experience
in the four major economies, however, and I believe that my impressions
of Norrath are typical of them all.
The following sections report data of three
kinds. First, as a person who has participated directly in Norrath’s
markets, I will report my own observations. Second, I will make
use of publicly-available websites. These consist primarily of
official support sites and various fan sites. Last, I will use
information from a survey of Norrathians that I conducted via
the internet.
I posted the “Norrath Economic Survey” (NES)
on my website on August 17, 2001, and sent a message to two popular
Everquest bulletin boards announcing the survey’s existence
and asking for respondents. The survey was open for about 48
hours
and yielded 3,619 responses. Since it is not random, this cannot
be a representative survey of Norrath’s population. However,
the direction of bias is fairly easy to identify. The respondents
are those who take the time to read fan site discussion boards,
and therefore they are more serious Everquest users. [20] It
seems likely that the more serious user has been involved with
the game for a longer time; therefore, her avatars should be
at a higher level. It follows that the survey will be biased
in favor of the experiences of high-level avatars. To correct
this bias, I conducted population counts on Everquest servers
at various times
in order to measure the true distribution of avatars. I then
developed weights for the survey data so that the distribution
of avatars in the survey accurately reflected the distribution
of avatars in Norrath. As expected, the weight for low-level
avatars is much higher than for high-level avatars. There is
a good reason to believe, however, that the weighted data actually
underrepresent the high-level avatars (see Appendix B in the
long version of the paper, at www.bepress.com/GIWP). As it turns
out, the weighting seems to make little difference in the results.
[21]
B. The population of Norrath
journal entry 26 april. i made a killing
in misty acorns. you can pick these up from the ground in misty
thicket. i was in rivervale one day and some lady was paying
8 pp per acorn. that’s a lot of money. she told me it
was for halfling armor. ok, whatever. so i started making a
habit of picking them up whenever i saw one, then walking into
rv and selling them to rich people. they would rather spend
that kind of money than wander around looking for acorns. classic
economics – my comparative advantage in foraging
leads to exchange. and now i can buy a nice hat.
The overall population of Norrath is distributed
on over 40 different servers. A user can log on to any server,
but an avatar created on Server X must live out its life on that
server. [22] The
basic geography and biotic population is the same on each server.
Thus, the 40 servers represent repeated trials, 40 versions of
Norrath with 40 different populations of users and avatars. Moreover,
the rules of play differ slightly among servers, allowing some
interesting policy impacts to be identified.
In order to get some understanding of the nature
of populations on these servers, the Norrath Economic Survey
(NES) asks respondents a series of question about their participation
in Norrath and Earth society. Table 1 reports some of the results.
Perhaps the most striking finding is that a significant fraction,
20 percent, view themselves as people who “live in” Norrath.
A similar fraction, 22 percent, express the desire to spend all
of their time there. About 40 percent indicate that if a sufficient
wage (self-defined) were available in Norrath, they would quit
their economic activity on Earth (work or school, as the case
may be) and devote their labor hours to the Norrathian economy.
If we take the responses at face value, suppose that 20 percent
of the people in Norrath at any
Table 1. Participation in Norrath and Earth
Society
| Question |
Agree or Strongly Agree |
Disagree or Strongly Disagree |
Don’t Know/NA |
| I live outside Norrath but I travel there regularly |
84 |
12 |
4 |
| I live in Norrath but I travel outside of it
regularly |
20 |
74 |
6 |
| I wish I could spend more time in Norrath than
I do now |
58 |
34 |
8 |
| If I could make enough money selling things
from Norrath, I would quit my current job or school and make
my money there instead |
39 |
57 |
4 |
| If I could, I would spend all of my time in
Norrath |
22 |
74 |
4 |
N = 3,353 to 3,365. Source: NES 2001. The data
are weighted so that the distribution of avatar levels in the
data is comparable to the distribution of avatar levels in Norrath.
one time consider themselves permanent residents.
Until August 31, 2001, it was possible to observe overall population
counts for Norrath, and these counts indicate that the average
population at any given time is 60,381, or about 60,000. [23] This
would indicate that12,000 of those present in Norrath at any
time consider themselves residents.
Table 2 reports some basic demographic characteristics of respondents
to the Norrath Economic Survey. Judging from the means, the typical
Norrathian is a well-educated single US man in his 20s, working
full time, earning about $20 per hour. A significant fraction
of the respondents are students (35 percent).
Interestingly, those who consider themselves residents of Norrath
are not radically different from those who do not. The residents
do tend to have lower education, fewer work hours, and lower
wages, and they are less likely to have major Earth obligations
(spouses, children). Like all emigrants, they are more likely
to leave for the new world if the old world seems less promising,
and if they have few obligations to stay.
Table 2. Population Characteristics
| Characteristics |
All Respondents |
Residents (a) |
Visitors (a) |
| Age (years) |
24.3 |
22.4 |
24.8 |
| Female (%) |
7.8 |
10.1 |
7.2 |
| Region: US (%) |
81.3 |
82.4 |
81.1 |
| Region: Canada (%) |
6.6 |
7.5 |
6.4 |
| Region: Western/Southern Europe (%) |
8.9 |
7.1 |
9.4 |
| Number of adults in HH |
2.1 |
2.1 |
2.1 |
| Married or cohabiting (%) |
22.8 |
15.9 |
24.5 |
| Single (%) |
60.0 |
68.0 |
58.1 |
| Have children to care for daily (%) |
15.0 |
11.4 |
15.9 |
| Education: less than High School (%) |
12.4 |
19.4 |
10.6 |
| Education: High School degree only (%) |
35.6 |
41.7 |
34.1 |
| Education: College degree or more (%) |
31.0 |
18.6 |
34.1 |
| Employment status: Working full time (%) |
53.4 |
41.5 |
56.4 |
| Employment status: Student, working (%) |
19.4 |
22.3 |
18.6 |
| Employment status: Student, not working (%) |
15.6 |
21.1 |
14.3 |
| Weekly work hours (b) |
39.0 |
36.5 |
39.5 |
| Monthly earnings ($) (b) |
3,154.12 |
2,621.85 |
3,268.96 |
| Hourly wage ($) (c) |
20.74 |
17.57 |
21.42 |
Source: NES 2001. N = 3,619. The smallest cell count is 401,
for resident hourly wage. The data are weighted so that the distribution
of avatar levels in the data is comparable to the distribution
of avatar levels in Norrath.
Notes:
a Residents agree
or strongly agree that they “live in Norrath and travel outside
of it regularly” – see Table 1. Visitors are all
others.
b Work hours less than
5 per week were set to ‘missing.’ Earnings less than $5 per month
or more than $100,000 per month were also set to ‘missing.’ Thus,
these are averages among those who work for pay, excluding those
earning more than $1.2 million per year. Monthly earnings are
after tax (“take home pay”). Non-US respondents converted earnings
to $US using prevalent exchange rates. Many respondents refused
to answer the income question on grounds of privacy. Still, there
were 2,853 valid responses to the question, a 79 percent response
rate.
c The hourly wage divides monthly earnings by
four times weekly hours.
Table 3 reports the typical Norrath activity of NES respondents,
including an overview of their avatars. Since most people who
play Everquest have more than one avatar (the mean is 2.72 avatars
per person), these figures are for the “main” avatar, which I take
as the avatar with the highest level, which can go as high as level
60. The average respondent devotes a substantial amount of time
to Norrath, especially considering that these figures have been
weighted to correct for an over-representation of
Table 3. Norrath Characteristics
| Norrath Characteristics |
All Respondents |
Residents (d) |
Visitors (d) |
| Hours in Norrath over the past 24 hours |
4.5 |
5.4 |
4.24 |
| Hours in Norrath in a typical 24-hour period |
4.7 |
6.0 |
4.43 |
| Hours in Norrath in the past 7 days |
26.3 |
32.5 |
24.8 |
| Hours in Norrath in a typical 7-day period |
28.9 |
36.1 |
27.1 |
| Percent of the adult respondents devoting more hours in a typical
week to Norrath than to worka |
31.5 |
44.7 |
28.9 |
| Main avatarb: Age (months) |
12.6 |
12.3 |
12.7 |
| Main avatarb: Level |
38.3 |
38.4 |
38.3 |
| Main avatarb: Hours devoted to |
792.0 |
797.6 |
790.6 |
| Main avatarb: Cash holdings (PP) (c) |
7,678 |
5,413 |
8,232 |
| Main avatarb: Value of equipment (PP) (c) |
199,088 |
293,296 |
176,066 |
Source: NES 2001. N ranges from 2,809 (adult respondents only)
to 3,467 (whole sample). The smallest cell count is 451, for
residents in row 5. The data are weighted so that the distribution
of avatar levels in the data is comparable to the distribution
of avatar levels in Norrath.
Notes:
a Adults are those
older than 18. The percentage is calculated for the adult population
only.
b The main avatar is the avatar with the highest
level. In case of a tie, the older avatar is taken. Levels can
be as low as 1 and as high as 60.
c “PP” are “platinum
pieces,” the currency of Norrath. Respondents can observe their
avatar’s cash in a bank. As for equipment, they estimated the
value of the equipment in Norrath markets. Many had difficulty
with this, because some extremely valuable items cannot be traded.
Still, both of these questions had 3,467 valid responses, a 96
percent response rate.
d Residents agree or strongly
agree that they “live in Norrath and travel outside of it regularly” – see
Table 1. Visitors are all others.
more-serious players. [24] Norrath
consumes more than 4 hours a day for visitors, more than 6 hours
for those considering themselves residents. Among adults,
more than a quarter of the visitors and almost one-half of the
residents spend more time in Norrath in a typical week than they
do working for pay. A typical avatar is about one year old and
has seen almost 800 hours of development. The payoff is that the
avatar has achieved 38 levels of experience, well on the way to
the maximum of 60. Moreover, the typical avatar has banked thousands
of platinum pieces – PP, Norrath’s currency – in
cash and assembled hundreds of thousands of platinum pieces worth
of equipment. If we use the black market exchange rate of about
0.01 dollar per PP (more on this below), these wealth holdings
range from $1,800 for visitors to $3,000 for residents. This does
not
account for the market value of the avatar itself, nor
of the value of the other avatars (usually more than one) the
person owns. The mean net worth of US families headed by a person
younger than 35 years old was $66,000 in 1998, the most recent
year for which data are available; the median was only $9,000.
[25] It seems that for the typical Norrathian, avatars constitute
a non-trivial
stock of wealth.
C. Microeconomic conditions in Norrath: the main markets
journal entry, 27 april. i notice that every time i enter
the area called ‘east commons,’ the chat box lights up with
buy and sell offers broadcast over the auction chat channel.
the offers stream by so rapidly i can hardly follow them. since
i am here to explore markets, and have finally collected a
little cash, about 50pp, i respond to someone offering a pair
of ‘golden efreeti boots’ for sale. golden boots - sounds nice.
i ask the vendor where he is. ‘come to tunnel.’ i find ‘the
tunnel,’ a connecting tunnel that effectively skirts the city
of freeport. it is filled with perhaps 50 to 100 people, all
of them shouting. looks basically like a pit at the chicago
board of trade. i find the vendor and ask for a price. its
8,000pp. ‘omg,’ i say, ‘how much money do people have here?’
the reply: ‘millions. lemme know when u get more pp :).’
There are two modes of buying and selling in Norrath, avatar-to-avatar
(a2a) and avatar-to-biot (a2b). The former is much more cumbersome
than the latter. In a2b commerce, the avatar can simply walk
up to any biot merchant and examine the merchant’s wares
and buy/sell prices for any length of time. In a2a commerce,
avatars on the supply side must constantly shout out what they
have,
and avatars on the demand side must hear the offer, find the
seller, and then haggle over price. It is a bazaar.
Given the much higher transactions costs of a2a trade, it is
a wonder that it exists at all. Yet it does exist to some extent,
mostly because Norrath’s designers encourage it through
the prices offered by merchant biots. The typical buy offers
of merchant biots
are very low and their sell offers are
very high. The difference leaves considerable space for an avatar
to make money buying and selling a good, despite the difficulties
involved in connecting to other avatars.
The biots end up serving two roles in the economy. First, they
are the only source of certain important items, such as ore,
gems, and spells. Second, merchant biots will buy any good in
limitless quantitites, meaning that even if a good has no value
in the a2a markets, it can still be turned into cash. As a result,
the hunter who takes items from killed monsters can always find
a cash outlet for them: if no avatars want them, merchant biots
will always pay something. In this, the merchant biots act effectively
as employers, and the pattern of their buy offers set the wage
for different activities. Unfortunately, the pattern of these
buy offers seem to encourage ‘farming’ over adventuring,
because the special items that require risky adventures do not
command
a sufficiently high price premium from the biots. [26]
The a2a market is apparently expected to provide the price premia
for special items. If special items are scarce, then the a2a
market will keep the price high. Unfortunately, another unusual
feature of the economy prevents the a2a market from sustaining
a price above the biot buy price for very long, and it is this:
items do not decay. As a result, the stock of these infinitely-durable
goods rises continually as more and more people enter the world
and hunt their way to the highest levels. Inevitably, the demand
for new items falls, and with it, the a2a price. The general
pattern is that a new item commands a significant price in the
a2a market for some time, then gradually its price declines until
the a2a price is
as low as the merchant buy price. At that point, the item is
just loot: anyone who gets it just sells it to a biot for the
quick cash.
The only reason a2a markets persist at all is that the authorities
continue to introduce new items, whose initial scarcity sustains
them in the a2a market for a time. Nonetheless, the economy is
marked by a steady and ongoing deflation (which will be documented
below).
The fall in goods prices means a gradual but chronic
rise in real wages, and hence a decline in the challenge level
of the game. This is taken to be a serious problem by many, but
it is not clear that it is, or what can be done given the constraints
set by history and by the need to keep the citizens happy.
The structure of a2a commerce leads to an interesting geographical
phenomenon involving the formation of markets in space. In Norrath,
there is an auction channel devoted to commerce, allowing anyone
with goods to sell to broadcast their wares over a very wide
region. The broadcast range is not unlimited however. The world
is divided into zones and auction chat can only be broadcast
within a zone. As a result, shrewd avatars do most selling in
zones where demand for their goods is likely to be high. Shrewd
buyers travel to zones where the goods they seek are abundant.
At the same time, the bazaar-like nature of the haggling requires
that trade be concentrated in space.
The result is a pattern of markets in predictable places. In
every zone, one will often hear demanders shouting their buy
offers for goods that are abundant there. Yet general trade for
items from far-flung corners of the world occurs only in a few
zones, actually usually in just one zone. Interestingly, the
specific zone differs across the 40 different servers on which
Norrath exists. It can be easily identified; the NES asks respondents
where they would go to sell an item at a fair price, if they
had to do so quickly and could travel anywhere in the world.
On every server, users overwhelmingly indicate just one zone,
although the zone that they indicate is not uniform across servers.
[27] The
most frequent is the East Commons tunnel (described in the vignette
above), on 27 of the 40 servers. Next most frequent is a zone
named Greater Faydark (also referred to as “Faymart”),
on 9 servers. The city of Freeport, which is very close to the
EC tunnel, is
the main market on the remaining 4 servers. On 36 of the 40 servers,
there is at least 80 percent agreement on the identity of the
main market – and this is an open-ended, unstructured
question. [28] The
long version of the paper, at www.bepress.com/GIWP, speculates
on possible reasons why markets arose in these spots and not
others in the vast expanse of the Norrathian world.
Roughly speaking, then, Norrath is characterized by two main
markets, an a2b labor market where hunters gain their wages by
killing monster biots and selling their loot to merchant biots,
and an a2a goods market, existing in all zones but heavily concentrated
in just one, where merchants and hunters engage in a cumbersome
trade in certain scarce items.
D. Macroeconomic indicators for Norrath
journal entry, 15 june. i start yet another avatar, this one a tall, beautiful,
dark-skinned woman. what the heck, it’s becoming more common
these days. i wont try to act like a woman, let’s just see what
happens when i act like me but in a woman’s body. well. within
24 hours, i have been repeatedly whistled
at, examined, “protected” from
biots i could easily kill myself, given rings, and asked
to “go on
dates in this game.” more ominously, i have been having more
difficulty getting into groups than usual; there seems to be
some question about my understanding of tactics.
Is the aggregate economic activity of the 40 versions of Norrath
worthy of mention? To answer this question, I collected whatever
macroeconomic data about the world I could find. The main limitation
was the need to protect the independence of the study, and therefore
I have made no effort to contact Verant Interactive to obtain
in-house data. As a result, all of the information reported here
is either available to the public at large through various channels,
or has been obtained directly from users through the NES. It
is important to stress that the external market for Norrathian
goods is underground. Sony has stated that Norrathian items are
its intellectual property (Sandoval, 2001). Trading these items
for US currency is considered theft. [29] Nonetheless,
trade goes on. [30]
The foreign trade market and exchange rates. Several
dollar-based markets for platinum pieces, avatars, and items
exist on web auction sites. Trade occurs as follows. In the Earth
market, two earthlings agree to trade US dollars for some Norrathian
item. Earthling A gives Earthling B the money. Then they both
create avatars in Norrath and meet at an agreed-upon spot, where
Norrathian B gives Norrathian A the item. [31]
Trade in platinum pieces seems to be nothing more than an ordinary
foreign exchange market. Trade in goods is a little harder to
categorize as either imports or exports; it is a trade where
Swedes travel to Germany to buy and sell Swedish goods for Deutschmarks,
with all the goods remaining in Sweden. It only happens because
the dollar markets offer much lower transactions
costs than the Norrath markets. Perhaps the best metaphor for
this trade is in terms of tourism exports. In the tourism industry,
members of country X use X’s currency to obtain goods and services
that are created in and remain in country Y. In Norrath’s foreign
trade markets, Earthlings use US dollars to obtain goods that
are created in and remain in Norrath.
Without a broad survey of participants, it is impossible to
estimate the gross volume of this trade. However, records at
one web site show that on an ordinary weekday (Thursday, September
6, 2001), the total volume of successfully completed auctions
(N = 112) was about $9,200. [32] A
further $3,700 in currency transactions (N = 32) were conducted.
At an annual pace, these figures put the gross exports of goods
and currency at more than $5 million, about 3.5 percent of gross
annual output (see below). This underestimates the volume of
trade, of course, because there are many more avenues of exchange
than just this one web site. Some 45 percent of NES respondents
indicated that they knew someone who had purchased Norrathian
items for US dollars.
The currency market gives direct information about exchange
rates. I collected data on 616 auctions, at random, from various
sites, over the period from May to September 2001. This sample
represents a small fraction of the universe of ongoing currency
auctions. I treated an auction as a valid observation only if
it had been completed and there was an obvious winning bid. Across
these auctions, the average price of a platinum piece in terms
of US dollars was 0.01072, or a little more than a penny. This
is higher than the dollar
exchange rates of several currencies, including the Yen and the
Lira. Most Norrathians would fix the exchange rate at about 0.0125.
The rate was, in fact, 0.0133 in May but had slipped to 0.0098
by September, a decline of over 25 percent in a quarter.
GNP per capita. The market for avatars can be used to
develop an estimate of Norrath’s GNP per capita. From this
market, I obtained data on 651 avatar auctions, using the same
selection
rules and sites as for the currency auctions. Most accounts are
auctioned as if they were sales of the main avatar on the account,
that being the avatar with the highest level. However, the billing
and login structure of Everquest means that a person cannot sell
an avatar by itself; to give control of one avatar to another
person, you must give them access to your entire account, including
all of the other avatars. Nonetheless, the contents of auctions
are usually a few basic descriptors about the main avatar, such
as her level and type (warrior, wizard, etc.). Most accounts
sell for between $500 and $1,000. Since the exchange rates indicate
that typical avatars have more than $1,000 in Norrathian wealth,
the avatars on the auction market are apparently being sold at
a discount. The source of the reduced value is fairly apparent
however: one of the most attractive features of life Norrath
is the power to choose your avatar’s appearance, abilities,
and even name. When your purchase a ready-made avatar, that freedom
is lost. Moreover, the auctioned avatar already has a well-developed
social role on its server, and it is not apparent whether that
is a good role or not. For these reasons, we can take the auction
market value as an underestimate of the true dollar value of
an avatar.
My strategy is to use the avatar auction market to develop the
shadow price of an avatar’s level, then use the NES data
to determine how many levels Norrathians create in a hour of
game time; this
yields a measure of gross value creation per hour in terms of
dollars. The idea is that the avatar’s level generally
determines its amount of equipment and platinum pieces as well,
so that
a user who adds a level to an avatar increases Norrath’s
stock of avatar capital, equipment, and platinum pieces. When
someone
buys an avatar on the auction market, they buy the avatar with
these bells and whistles. This means that the total value of
the added level, including all three sources of value, is priced
by the auction market.
There are a number of ways of developing the shadow prices.
I describe three methods in the long version of the paper, at
www.bepress.com/GIWP. Using the most direct method, the auction
market puts the shadow price of an avatar level at about $13
per level, and data from the NES show that Norrath’s avatars
create about $15,000 in avatar capital in an hour. This makes
the gross national product of Norrath about $135 million. Per
capita, it comes to $2,266. According to GNP data from the World
Bank. Norrath is the 77th richest country in the world,
roughly equal to Russia. The longer version of the paper describes
two alternative methods that give a lower GNP per capita, the
lowest making Norrath equivalent to Bulgaria. By all measures,
Norrath is richer than many important countries, including China
and India.
Inflation. A true price index would require a broad-based
survey of avatars to determine what items they had recently purchased,
and at what prices. Given that there are tens of thousands of
items, the survey would have to be quite extensive to generate
a reasonably large amount of data about all the items in the
market basket of typical avatars. In lieu of undertaking such
an enterprise, instead I made informal notes of the kinds of
items that seemed often traded in the main markets. There are
also a number of web sites that publish platinum piece prices
of various goods. Using these data, I developed a price index
based on a selection of 29 different goods. The goods were chosen
to be representative of the different kinds of items (chest armor,
boots, helmets, weapons, etc.). Also, I purposely tried to avoid
very high-end items and very low-end items. Finally, unlike real
world price indices, I could not weight the items’ prices
by their contribution to the ‘market basket,’ since
I could not determine what the standard bundle of items really
is. Therefore,
each item is given equal weight. I also record whether an item
is looted from biots or crafted by avatars, as well as whether
the item is part of the original Everquest game or one of the
later expansions of the game (“The Ruins of Kunark” was
released in April 2000, “The Scars of Velious” in
December 2000.)
Having selected the items, I took price data from one site,
Allakhazam’s Magical Realm (everquest.allakhazam.com).
This site is one of the more popular fan sites and, importantly,
the price
data are entered by users and then left untouched. [33] Prices
are available beginning in December 2000.
Table 4 reports these
indices. The overall price index fell from 100 in Q4 2000 to
71 in Q3 2001, a 29 percent deflation
in one year. The individual item indices indicate that much
of this disinflation was caused by a price collapse in items from
the expansions, which lost 59 percent of their value. However,
even the old world items experienced a substantial deflation,
with their value falling by 17 percent. Note that if nominal
wages (i.e. loot from biots per hour of hunting) remained constant
in this period,
Table 4. Price Indices For Norrathian Items
| INDICES |
Q4 2000 |
Q1 2001 |
Q2 2001 |
Q3 2001 |
| Overall Item Index - Weights each item equally |
100.00 |
89.85 |
82.05 |
71.17 |
| Loot Index - Items not made by avatars |
100.00 |
90.68 |
81.36 |
69.28 |
| Old World Index - Items before Kunark and Velious |
100.00 |
93.76 |
87.26 |
82.73 |
| New World Index - Items from Kunark and Velious |
100.00 |
79.60 |
68.39 |
40.84 |
| Craftwork Index – Items crafted by avatars |
100.00 |
84.67 |
86.40 |
82.97 |
| Old World Loot Index - Looted old world items only |
100.00 |
95.90 |
87.46 |
82.67 |
Source: Price data from Allakhazam’s Magical Realm price
database (everquest.allakhazam.com). Prices are entered by users
and are
in no sense “official.” Obviously frivilous prices were ignored.
Each item has at least five legitimate price entries in each
quarter. The longer version of the paper shows specific item
indices.
the deflation represents a rapid rise in the real wage. This
is a good thing on Earth, but has led to some dissatisfaction
Norrath as the challenge level of the world, and hence its entertainment
value, has fallen.
Nominal wages. Hourly wages in Norrath are substantially
below wages on Earth. We can derive an estimate of the wage in
platinum pieces by regressing the total value of an avatar’s
equipment and cash by the number of hours that avatar has been
active. The 3,619 NES respondents gave valid information on 7,397
of their avatars. Regressing the PP value of their holdings on
hours of time input yields a coefficient of 319, meaning that
the average avatar makes 319 PP per hour. At the market exchange
rate of 0.01072 PP per dollar, this amounts to about $3.42 an
hour. The average Earth wage for those who work in the NES is
$20.74, and among the self-identified residents of Norrath it
is $17.57. If we treat the conditions of life in Norrath as a
compensating differential, this suggests that for the average
Norrath resident, an hour in Norrath produces utility worth $14.15.
This figure is more than the fee of $10 per month that
users pay to access Norrath. Norrathians gain a substantial consumer
surplus from the world’s existence.
A wage of $3.42 an hour is sufficient to sustain Earth existence
for many people. Many users spend upwards of 80 hours per week
in Norrath, hours of time input that are not unheard of in Earth
professions. In 80 hours, at the average wage, the typical user
generates Norrathian
cash and goods worth $273.60. In a month,
that would be over $1,000, in a year over $12,000. The poverty
line for a single person in the United States is $8,794. Economically
speaking, there is little reason to question, on feasibility
grounds at least, that those who claim to be living and working
in Norrath, and not Earth, may actually be doing just that.
Poverty and inequality. Inequality is significant. Certainly,
higher level avatars have vastly more wealth than lower-level
avatars, but this is intended as part of the structure of the
world. It is more striking that significant inequality exists
within levels, a fact that seems to trouble many Norrathians.
Using avatar wealth holdings, we can calculate two statistics
of interest. First, define the poverty rate as the percentage
of avatars whose wealth falls below 50 percent of the median
wealth in their level. By this measure, about 33 percent of the
avatars are poor. If instead we set the poverty line according
to the mean wealth, not the median, the poverty rate is 68 percent.
Evidently the distribution is extremely long in the upper tail.
In any case, the distribution of wealth in Norrath is apparently
significantly less equal than its distribution in post-industrial
societies on Earth.
IV. Norrath: Its future and meaning
journal entry, 20 june. i started a loner, an asocial avatar
on a deadly server where all avatars hunt, kill, and loot one
another. anyone studying hobbes should come here and have a
look at the state of nature.
Why should economists and other social scientists have an interest
in places like Norrath? One reason is that these places provide
a fascinating and unique laboratory for research on human society;
the longer version of the paper lists a number of research projects
that seem to be uniquely feasible in Norrath. The second and
more significant is that VWs may soon become one of the most
important forums for human interaction, on a level with telephones.
Moreover, in that role, they may induce widespread changes in
the organization of Earth society.
Virtual Worlds are flourishing and their growth seems
likely to continue. They already represent an area of internet
commerce
that is booming when other sectors are having difficulty surviving.
The attraction of the VW lies in its ability to replicate the
physical and economic world of Earth, with slight but significant
changes in the rules. These changes – such as granting
people the freedom to have whatever appearance and skills they
wish – are sufficient to generate a society and
a flavour of daily life that is so attractive that many thousands
of people
apparently consider themselves permanent residents. Tens of thousands
of adults now devote more time to VWs than to paid employment.
Similar numbers use their Earth money to buy things in VWs. Almost
one million seem willing to pay a monthly fee to at least see
what VWs are all about. And these numbers are growing.
What does the future look like? The Next Big Thing appears
to be Project Entropia, expected to be launched sometime in early
2002. Where Norrath considers the infusion of Earth dollars and
Earth markets a problem, Project Entropia embraces them. The
game (which is apparently not really a game at all, according
to its owners) is being developed by a private Swedish company,
Mindark. According to materials on the company website (www.mindark.com),
the ultimate goal of the project is a worldwide network monopoly
in virtual reality 3D commerce, replacing all existing internet
browsers and web interfaces with a single virtual world of millions
of users. The “game” will be distributed for free,
and access will be free; it is assumed that a seedling VW market
and society, along the lines of Norrath, will rapidly emerge.
Unlike Norrath,
however, users in Project Entropia will be able to buy things
for their avatars using real currency and credit cards, and they
will get real cash from the VW by selling loot.
The company hopes that success in the gaming world will
be a beachhead to broader commercial success. Free software and
free
access to the VW will encourage more and more people to come
to Project Entropia to socialize with one another, and then to
shop with their avatars while they socialize. Network effects
will kick in; if you and your friends spend 800 hours developing
avatars in Project Entropia, no single person in your group will
want to incur a friendless 800-hour start-up cost to switch to
a competing world. At some point the Project will encourage brick-and-mortar
companies to establish virtual 3D stores in the world, where
a person could go to buy a hat for the avatar, and then a hat
for themselves. Mindark envisions the emergence of virtual jobs.
For example, Walmart might pay a user (in which currency? does
it matter?) to use her avatar to sell avatar clothes in the virtual
Walmart. By the economics of network monopolies, the Project
Entropia VW may become “the internet” for most people:
you turn on your computer, wake up your avatar in Project Entropia,
and teleport her to some spot where you meet your old college
friend’s
avatar, chat for awhile, then go shopping.
Much argues for the viability of Mindark’s strategy, and
the company will probably not be alone in this niche for long.
Indeed,
there is already evidence in existing VWs that the inclusion
of Earth-style markets and marketing would be profitable. Microsoft’s
virtual world of “Dereth” has markets that are clumsier
than Norrath’s, and Dereth’s population is smaller
and not as wealthy. That is exactly what development economists
would predict. Transactions
costs slow down economic growth. It follows that modernized markets
would allow a new VW to rapidly eclipse Norrath in population
and wealth, brushing aside its quaint bazaar economy like the
anachronism it was designed to be. The future of avatar spaces,
and perhaps internet commerce and the internet itself, may belong
to highly commercialized VWs.
The impact on Earth society is hard to overestimate. With
the development of voice technology, communication in VWs will
move
from cumbersome chat to telephone-like conversation, thus greatly
enhancing the VW as a place of social interaction. Already one
can conduct chat-based a2a meetings and classes in places like
Norrath, and soon such meetings will not seem much different
from actual face-to-face meetings. Telecommuting, which now involves
working on the home computer and emailing reports to the boss,
will eventually become “going to work” in a virtual
office and holding face to face meetings with the avatars of
coworkers.
Families living thousands of miles apart will meet every day
for a few hours in the evening, gathering their avatars around
the virtual kitchen table and catching up. And the day of driving
to the store may well be over. Earth roads will be empty because,
instead of using them, everyone will be sailing across the azure
heavens on their flying purple horses, to shimmering virtual
Walmarts in the sky.
journal entry, 14 july. someone just told
me that the name of my favorite city, qeynos, is just “sony eq” backwards.
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