[e-gold-list] Virtual world grows real economy

2002-03-25 Thread James M. Ray

Here's one from the Hettingalists on an intersting subject: virtual
worlds and their real economic results. I'd love to get the attention
of this community (needless to say!) and it seems odd to me that
Sony would object to the trading of their game-currency for actual
money. If I had designed an online game, and people willingly did
that with my internal money I'd be ecstatic, but I'm obviously not
Sony.
JMR


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Status:  U
Date: Fri, 22 Mar 2002 21:30:28 +
Subject: Re: nettime Virtual world grows real economy
From: Forced Entertainment - Tim [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sender: [EMAIL PROTECTED]
Reply-To: Forced Entertainment - Tim [EMAIL PROTECTED]

This from todays Guardian (UK) re the not so-recent posting of the NY
Times piece on Norath/economies of virtual worlds.

Thursday March 21, 2002
The Guardian

Lords of the ring

Norrath rules virtual gaming and has just been ranked the 77th richest
country in the real world. Sean Dodson reports.

In the last decade of the millennium, a group of software engineers in San
Diego began building a vast, virtual world. Their plan was to build a
space so large that it would eventually welcome nearly half a million
visitors a year. They called their world Norrath and floated it off the
coast of California in March 1999.

Norrath is a virtual world owned by Sony. The company runs a massive,
unending, online role-playing game set in a fantasy world similar to
Tolkien's Lord of the Rings. It has taken six years and cost the company
more than $15m to develop. The game is called EverQuest, and it offers its
players the persistence of the Truman Show with the interactivity of Pac
Man.

EverQuest is one of about a dozen online role-playing games that have been
around since 1995. To visit a virtual world, you first need a powerful
computer with a good internet connection. You then need to buy the game's
software (about £30) and pay a £10 monthly fee. Nearly half a million have
already subscribed to EverQuest, and up to 100,000 are online at any given
time.

Contrary to what you may think, virtual worlds are not necessarily
isolated worlds. Strong communities grow around them and many have
developed complex systems of trading, where digital goods are being sold
for hard cash in the outside world. And that is where any talk of online
role-playing goes beyond dungeons and dragons.

Shortly after the launch of EverQuest, its players began trading the
game's internal currency - the platinum piece - for real dollars on
internet auction sites. The problem got so bad that last January, Sony put
pressure on the big auction sites to close their EverQuest markets. Sites
such as eBay and Yahoo complied, but the markets simply shifted elsewhere.
There is still a highly liquid - if illegal - exchange rate between the
EverQuest platinum piece and the US dollar.

Other games also have similar currency exchanges. In the Dark Age of
Camelot, a consortium of professional players is suing the games owners
for the right to sell the game's currency on the open market. In a twist
that could almost belong to Jorge Luis Borges' The Lottery in Babylon, the
players have even issued a bill of rights for citizens of all virtual
worlds.

And the plot gets deeper. A US economist has now published the first
assessment of virtual worlds. Edward Castronova, of the California State
University in Fullerton, says the average EverQuest player generates
revenues of $2,266 a year. When compared with data from the World Bank,
Castronova says Norrath's per capita income is roughly between Russia and
Bulgaria. Or put another way, Norrath is the 77th richest country in the
world.

But how can a computer game create more wealth per person than a European
country? Castronova tracked thousands of EverQuest transactions on
internet auction sites to determine the economic value generated by the
inhabitants of Norrath. This allowed him to calculate how much each
character is worth if sold on the open market. If telecommunications costs
were not so prohibitive, it would be more productive for your average
citizen of Sofia to play EverQuest than go to work.

EverQuest is extremely complicated. Unless you have a good PC (and
EverQuest can only be played on PCs) you are likely to experience myriad
technical difficulties. The game-play is wilfully arcane and requires a
rulebook that runs to several hundred pages. Players communicate via an
internal language that uses similar abbreviations to text messaging. To
the uninitiated, just getting another character to say hello in Norrath
takes supreme effort.

But the appeal of virtual worlds, says Castronova, is easy to understand.
Unlike Earth, in virtual worlds there is real equality of opportunity, as
everyone is born penniless... In a virtual world, people choose their own
abilities, gender and skin tone. Those who cannot run on Earth can run in
a virtual world.

Some 20% of Norrath's citizens already consider it their place of
residence, 

[e-gold-list] Re: Planet Gold Interview !!!

2002-03-25 Thread norseconcepts

 Read the exciting conclusion to the Parker Bradley Interview on:

It was definitely a very exciting, and informative, read. Excellent work
Ragnar!

However, I noticed that Parker's two-cents-worth link doesn't work.

Click Two Cents links work with, as well as without, the omnipresent
triple-w.

www.456789.clicktwocents.com

This works great if you're posting to a forum, chatroom, IM session,
etc... that doesn't allow any HTMLed text, but will hyperlink anything
that appears to be a URL.

There should be some big news coming in the next few days.


- Norse Concepts
_
http://456789.clicktwocents.com

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[e-gold-list] Parex deposits can be made!

2002-03-25 Thread Graham Kelly

Guys,

I'll be happy to make any Parex cash deposits, in person, seeing that
I'm now temporarily domiciled in Riga. This makes for faster, safer,
and hopefully quicker(!) funding to your Parex account.

Email me for info!

[EMAIL PROTECTED] 
Subject line : Parex deposits


Cheers!

Graham Kelly CEO
GoldNow Corporation http://www.GoldNow.St
US FreeFax +1(866)302-5775
US Phone +1(817)238-9955
Direct Dial +371 781-4090 (Latvia), ask for GoldNow Admin.

Apply for your GoldNow anonymous debit card, now! This will let you transfer
your gold into cash! See my site for details.


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[e-gold-list] Re: e-gold-list digest: March 20, 2002

2002-03-25 Thread Fidex Marketing



Does any cambio accept international postal orders?
Fees?

We can accept them. They should be sent to our Italian or USA office
(please email me off list for details).

But why not use the Eurogiro system instead where possible? It is safer
and quicker than using a postal money order, and should also be
available from your local Post Office.

Regards
Nick
Fidex
http://www.e-fidex.com


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[e-gold-list] New E-Gold Auctions

2002-03-25 Thread Ben Legume

This morning I finished listing a few bits and pieces on Ebay. All 
auctions, naturally, take e-gold.

DVDs and CDs can be viewed here

http://cgi6.ebay.com.au/aw-cgi/eBayISAPI.dll?
ViewListedItemsuserid=cash_money_brotherinclude=0since=-2

Doctor Who items (cards, some books) can be seen here

http://cgi6.ebay.com.au/aw-cgi/eBayISAPI.dll?
ViewListedItemsuserid=dr*who*collectorinclude=0since=-2

Help me get a piece of that $5 million a day!

Check my homepage http://leviathan.weblogs.com

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[e-gold-list] Re: nettime Virtual world grows real economy

2002-03-25 Thread Ben Legume

I read a fascinating article in Time last year about another online 
RPG, the world's Biggest. It is a South Korean game, I think it is 
called Homelands, and it is fascinating how real-life gangsters have 
muscled into the online world, running protection rackets for 
characters and threatening or beating people in real life for the 
actions of their online counterparts. There is also a lot of fraud in 
the sale of items from the game, just like normal auction fraud but 
where the items themselves are illusory to begin with.

I wonder how the 'digital currency' of Platinum Pieces (plats) from 
Everquest would compare to E-GOld or other online currencies. Maybe 
some of the cambists should take a look

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[e-gold-list] Re: [dgc.chat] XML/X - part I - adpoted by 1mdcGrams

2002-03-25 Thread jpm

Ian,
   I'm interested in implimenting the merchant side of this
protocol. Obviously that requires support from the digital
metal currency providers themselves.



Dave (and Ian),

I just held a meeting and 1mdcGrams* will adopt XML/X on the DGC side!

3/26/2002




   Have you approached any of them about this?  I realize
it is new and will require some evaluation by all sides.

Dave Brooks
PS: Where is Java1 being held?




* (soon to be renamed fastgrams.com)


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