[lbo-talk] Video Game economics

Kevin Robert Dean Qualiall at Adelphia.Net
Wed Feb 8 19:36:51 PST 2006


http://www.wired.com/news/technology/0,70153-0.html?tw=wn_index_1 Making a Living in Second Life

By Kathleen Craig | Also by this reporter 02:00 AM Feb, 08, 2006 EST

Jennifer Grinnell, Michigan furniture delivery dispatcher turned fashion designer in cyber space, never imagined that she could make a living in a video game.

Grinnell's shop, Mischief, is in Second Life, a virtual world whose users are responsible for creating all content. Grinnell's digital clothing and "skins" allow users to change the appearance of their avatars -- their online representations -- beyond their wildest Barbie dress-up dreams.

Within a month, Grinnell was making more in Second Life than in her real-world job as a dispatcher. And after three months she realized she could quit her day job altogether.

Now Second Life is her primary source of income, and Grinnell, whose avatar answers to the name Janie Marlowe, claims she earns more than four times her previous salary.

Grinnell isn't alone. Artists and designers, landowners and currency speculators, are turning the virtual environment of Second Life into a real-world profit center.

"It's not just a game anymore," said online artisan Kimberly Rufer-Bach. "There are businesses, nonprofits and universities" taking advantage of the online world.

With users now numbering over 130,000, game-maker Linden Lab estimates that nearly $5 million dollars, or about $38 per person, was exchanged between players in January 2006 alone. Working in Second Life is "the same as working in London and sending money home to pay the rent for your spouse," said company CEO Philip Rosedale.

Just ask Rufer-Bach, known in Second Life as Kim Anubus, who works full time making virtual objects for real-life organizations. In a recent contract with the UC Davis Medical Center, Rufer-Bach created virtual clinics in Second Life to train emergency workers who might be called upon to rapidly set up medical facilities in a national crisis. The work is funded by the Centers for Disease Control. "In the event of a biological attack … the CDC have to set up emergency 12-hour push sites, to distribute antibiotics," said Rufer-Bach....

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