Tuesday, March 26, 2013

Goldfarming and Microwork



    According to InfoDev, the largest ever real money transaction for a digital good was $9,709 in World of Warcraft that occurred in 2007.  Since then, that amount could have been exceeded but regardless, it is some noteworthy data that demands respect for the online gaming community.  Not only does this figure draw respect but also recognition for the fact that gaming, especially online gaming, has become mainstream. Through this explosion of gaming in the last decade, InfoDev points out that a latent function of microwork has been created from this industry. The latent function has become so popular that it is almost considered an industry of its own. Even further, the “companies” that exist have actually been outsourced, so to speak, where several developing nations participate in this grey market of goldfarming and microwork. People around the world (mostly teenagers to young adult) have the time in the first place to begin a “career” in microwork. In the U.S. alone, as I have read in the past, the goldfarming industry has accumulated over a billion dollars in real money since the concept first began. So to me, goldfarming and microwork do function as an economic activity simply because of the generated income where some people, surprisingly, make a living.
     I have dabbled in WoW myself and have even participated in an online transaction that netted me $400. As surprised as I was that I had become part of the statistics involving digital goods, I quickly became accustomed to the idea as well. A few of my friends and people online had already entertained the idea of me selling my account before I canceled. They had been involved in similar situations within other games like Diablo 3 and Team Fortress 2. The differences between their transactions, however, were official and non-official. For example, Team Fortress 2 has a virtual store where you can buy official items for the game and trade them with other people in game. In this case, it is a digital to digital transaction between players, as oppose to a digital to USD transaction more frequently found in WoW. In Diablo 3, a similar virtual store exists where you can either use gold to buy items off an auction house or switch the auction house to USD. Hypothetically, for a very rare item, one may pay upwards of a billion or more gold on the auction house or a player to player trade. In USD, a billion gold is equal to about $100-150 depending on the market fluctuation of the gold. One particular item called Ice Climbers ranges anywhere from 20 million to 900 million gold. That is between $10-$100.

Wednesday, March 20, 2013

Barlow vs. Shapiro and Varian



       The perspectives I got from reading Barlow vs. Shapiro and Varian are basically new vs. old. Barlow is adamant about the restructure of old intellectual property laws that can only really apply to the physical, such as tangible objects and inventions. He claims that the old laws have no place in a modern world built on the Internet and virtual ideas. Barlow is concerned primarily with digitized property and the legal who, what, where, when aspects of virtual content. He even describes old law as a boat that is only being kept afloat with political rearrangement, harsh warnings to those that do not abide, and ignorant denial.



“True, I don't get any royalties on the millions of copies of my songs which have been extracted from concerts, but I see no reason to complain. The fact is, no one but the Grateful Dead can perform a Grateful Dead song, so if you want the experience and not its thin projection, you have to buy a ticket from us. In other words, our intellectual property protection derives from our being the only real-time source of it.”                                                    

-John Perry Barlow




       On the other hand, Shapiro and Varian as I mentioned, are all about old law. They believe that in the midst of the chaotic progression that abstractly describes our technology, the fundamental models of economy that were established in the early 20th century still apply today. If one is feeling lost with the ability to decipher what is happening now with the Internet (economically) and what will happen in the future, just take a look at the major events that happened roughly one hundred years ago. Shapiro and Varian claim that even though technology is drastically changing the value of information, the economy behind it is still the same.



               “The technology infrastructure makes information more accessible and hence
                more valuable."

 

   -Shapiro and Varian


       I would say both of these authors are right and wrong since they are at two opposite ends of each other. If they combined their ideas and used a little of both, the old laws to help restructure new laws, they would be right where I stand on the matter. Having taken an economic class, I believe that some economic models will always be true, such as supply/demand and the Pareto distribution. However, many other economic laws, along with several other laws pertaining to the progression of technology (digitized property), must be restructured to meet the needs of intellectual property, digital rights, and economic change.