Virtual World meets Real World
Virtual world participation in massively multiuser strategy games like Warcraft and 3-D immersive communities like Second Life have reached critical mass - both over 9 million members each - and can potentially be used to model real world crises. The Economist points out how Warcraft fabricated a viral epidemic and epidemiologists monitored the reactions of the participants (excerpt for those without Economist subscriptions):
Second Life recently had a virtual banking crisis with the failure of Ginko (meaning bank in Japanese) Financial, which declared insolvency on August 8, a few days before the real world global credit crunch hit. Ginko's statement blamed Second Life's gambling ban institution as a catalyst to an old fashioned bank run... $750,000 in real money was lost so pain was tangible, not virtual (Second Life's virtual currency has a real $ exchange rate). And according to the Wired article, 20 or 30 more banks are operating in Second Life, essentially unregulated beyond caveat emptor.A couple of years ago [Warcraft's] owners, a Californian firm called Blizzard Entertainment, accidentally spiced things up by releasing a plague far more virulent than they had intended. It started in a sparsely inhabited area but soon found its way to the cities, where it wreaked havoc.
So far, so cod-medieval. However the plague, and the reactions of the game's players to it, recently came to the attention of Eric Lofgren and Nina Fefferman, two epidemiologists at Rutgers University in New Jersey. Writing in this week's Lancet Infectious Diseases, they propose that games such as “World of Warcraft” might be used to work out how people will react when faced with situations no researcher can ethically introduce into the real world.
One surprise was that players put themselves into risky situations more often than epidemiologists allow for in their models. An unexpectedly large fraction of players acted altruistically to protect their weaker friends. On the other hand, a significant number seemed intent on infecting as many other characters as possible—behaviour reminiscent of a small minority of people with AIDS. There was also a lot of dangerous curiosity, as players who were offline when the plague began started logging on only in order to find out what was happening, and thus risked the deaths of their characters.
On August 14, the same week of the global credit crunch, Second Life blog issued an explanatory statement about how its economy is set up and maintained:
The question often comes up, just who is the Alan Greenspan of Second Life? Who pulls the levers and otherwise steers the fate of the Second Life economy? Incorporating a dynamic mixture of Linden Dollars (L$), land sales, commercial transactions and intellectual property, the economy is in fact managed by a number of people at Linden Lab. Despite being one of the central features of the virtual world, I still think there is a general haziness around conceptually what these tools represent. Further read >>>The new issues arising from how to protect virtual world property rights has spawned a blog Virtually Blind that monitors these legal aspects. Linden Labs, the owner of Second Life, obviously needs to maintain a legal arm's-length relationship with the doings of Second Life's participants in order to avoid legal liability, thus explaining why Linden Labs couldn't assume responsibility for the Ginko crisis.
Technorati Tags: virtual worlds, second life, warcraft, virtual real estate, linden labs, ginko financial
This story has been doing the rounds, and is kinda wrong. The World of Warcraft "disease" is a purposeful game effect in Hakkar boss fight in Zul'Gurub. A couple years back warlock and Hunter pets could be dismissed and then recalled with positive and negative spell effects still in place.
So the disease was accidentally transfered via pet into one of the major cities. Once there it spread quickly. The real "uh oh" is the Non Player Characters (NPCs) became infected and after they died and respawned the disease didn't clear and they died again and again, essentially grinding the entire Horde side of the economy to a halt.
The Game Masters took the server offline after about an hour and restarted the world server. Problem solved. Apparently this happened on multiple servers and was resolved quickly as well.
Meanwhile Blizzard (an English company btw) is earning about 1.5 Billion US this year. Thats the real story.
(lol sorry for the rant Pat, I do the same thing everywhere I see this story.)
"For The Horde"
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Awesome to know a Warcraft aficionado in our midst Athol... makes me wish I was 12 years old with a lot of summer time... I cited the article from the Economist (an English publisher btw)... just shows how far off journalists can be in sourcing articles when experts (in real estate) with no discernible expertise in a subject (like Warcraft) can still correct them.
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LOL Pat you really don't want to know how much time I've spent playing warcraft. I retired from competitve raiding after starting blogging pretty much.
I've slowly been trying to balance play time and blogging in the last few months though. It is fun.
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