Game sweatshop

Game sweatshop

Articleissues
rewrite = November 2007
tone = December 2007
A game sweatshop is a business concerned with making and selling accounts and in-game currency on MMORPGs for real-world money [cite news
last = Thompson
first = Tony
coauthors =
title = They play games for 10 hours - and earn £2.80 in a 'virtual sweatshop'
work =
pages =
language =
publisher = The Observer
date = 2005-03-13
url = http://observer.guardian.co.uk/international/story/0,6903,1436411,00.html
accessdate = 2007-06-29
] . The term can also refer to a building containing computers installed with MMORPGs (e.g. "RuneScape", "World of Warcraft", "Everquest", etc), which generate money for the business. Laborers work on the computers to either collect in-game currency or to generate high-level characters. Organizations run like this are referred to as sweatshops because the gold farmers usually make very little money [ [https://netfiles.uiuc.edu/dtcook/www/CCCnewsletter/7-2/jin.htm Chinese Gold Farmers in the Game World ] ] [ [http://www.1up.com/do/feature?cId=3141815 Wage Slaves from 1UP.com ] ] .

The Problems with Sweatshops

While the MMORPG community is growing rapidly, another sector of the gaming industry is the online game merchandise industry. The practice of paying real money for accounts or money in-game is largely discouraged by many games, such as RuneScape, which [http://www.runescape.com/kbase/viewarticle.ws?article_id=2082 expressively prohibits] this sort of activity. One reason is that buying accounts/money is considered by many to be against the spirit of the game; one can work for thousands and thousands of hours to achieve high levels and obtain gold, but another person can just buy gold or items without actually achieving anything. Another reason is because of the risk. When a person buys in-game currency online, there is no guarantee that they will receive their purchase; unlike in real life, online games have no way of making somebody come through with their trade, particularly because most games prohibit such transactions in the terms of service, eliminating the possibility of third party enforcement of the terms of the transaction. This, of course, applies to any on-line purchase, and many off-line purchases as well. Whilst discouraged in these games it is almost impossible to stop.

Effects on MMORPGs

Game sweatshops greatly affect the economies of MMORPGs. An example of this is RuneScape. Around late 2006 to early 2007, there was a great increase of sweatshops that sold RuneScape currency. The laborers in these sweatshops work repetitively, which brings in a massive inflow of products into the economy. Following the laws of supply and demand, prices of specific items greatly decreased, while others increased. According to information released on the RuneScape website, they confiscated over 525 billion gold pieces to date in 2007, which has a real world value of over 2.6 million US dollars. [ [http://www.runescape.com/kbase/view.ws?guid=diary06 RuneScape - the massive online adventure game by Jagex Ltd ] ]

In contrast, player-groups in the MMORPG community who are opposed to what they call the 'secondary market' hold the view that "players with large bank accounts simply buy their way to the top, it ruins that element of the game for everyone else." [ [http://www.nogold.org/why/ Why? | NoGold.org ] ] Further player-groups are now taking legal action against purveyors of this secondary market outside the game. [ [http://www.igeclassaction.com/?page_id=2 What’s this site all about? at MMO Citizen Consumer Info Site ] ] This has taken the form of a class action lawsuit against IGE initiated by longtime World of Warcraft player Antonio Hernandez. The game-maker, Blizzard commented recently upon this suit saying "Blizzard Entertainment strongly supports the goals of this lawsuit. We agree that real-money transfer is harmful to the game as a whole and to the experience of all legitimate players" [ [http://au.gamespot.com/news/show_blog_entry.php?topic_id=25682501 GameSpot News: The definitive source for video game news, announcements, ship dates, rankings, sales figures, and more ] ] showing such player-groups do have support within the MMO Industry against "secondary market" distributors.

In December 2007, a series of updates regarding player to player trade, dropped items, and the mechanics of items being dropped after a characters death were introduced into RuneScape. The dropped item changes took place immediately on the announcement of the update, while the trade changes took place in two stages. The first stage applied the trade limits to new or recently created accounts, while in January the trades were extended to all players. These changes were intended to make RuneScape the first MMORPG where it will be virtually impossible for gold farmers to trade their gold in game. [ [http://news.runescape.com/newsitem.ws?id=1007 RuneScape - the massive online adventure game by Jagex Ltd ] ]

This led to a very strong response from players, causing a sizeable amount of vocal players to leave the game. However, as Jagex stated on the RuneScape website [ [http://www.runescape.com/kbase/view.ws?guid=diary06 RuneScape - the massive online adventure game by Jagex Ltd ] ] , without immediate action, the gold selling market would have become far too massive for them to continue to fight. In their view, this would have ultimately lead to the demise of the game.

References

ee also

*Gold farming

External links

* [http://www.1up.com/do/feature?cId=3141815 "Wage Slaves: From sweatshops to stateside corporations, some people are profiting off of MMO gold."] - This article was written in 2005
* [http://www.mmofx.com/GameDefault.aspx?G=1 "World of WarCraft Gold - Price Research"] - Research on game currency prices from an independent source that does not sell virtual currency.
* http://terranova.blogs.com/terra_nova/2005/02/will_the_real_v.html - Article from an expert in the field who says he believes Game Sweatshops do not exist.
* http://www.mmovp.com/zraythe/?p=12 - Article containing a compilation of quotes and sources which indicate Game Sweatshops are a myth.
* [http://www.nogold.org/ "NoGold.org is an organization of MMORPG webmasters"] who are opposed to the secondary market which exists outside of MMORPG games.
* [https://netfiles.uiuc.edu/dtcook/www/CCCnewsletter/7-2/jin.htm "Chinese Gold Farmers in the Game World - by Ge Jin"] Consumer Studies Research Network - University of California, San Diego.
* [http://www.computerworld.com.au/index.php/id;463036027 Rackets, muggings hit social networking sites: Online currency opens channels for money laundering] - "ComputerWorld:News"
* [http://www.forbes.com/technology/2007/07/20/online-games-security-tech-services-cx_ag_0723hacker.html All's Fair In Love And Warcraft] - "Forbes:Security"
* [http://www.free-times.com/index.php?cat=1992912064227409&ShowArticle_ID=11461107073004038 Virtual Goods, Hard Cash: The Seedy, Startling World of Virtual Economies] - "FreeTimes: Columbia's Free Weekly"
* [http://www.techworld.nl/idgns/3860/how-cheaters-win-in-online-games.html How cheaters win in online games] - "Tech World: International News"
* [http://www.newscientist.com/article.ns?id=dn7865 Computer characters mugged in virtual crime spree] - "New Scientist: NewScientist.com news service"
* [http://money.cnn.com/magazines/fortune/fortune_archive/2005/11/28/8361953/ FROM MEGS TO RICHES] - "FORTUNE Magazine: CNNMoney.com"
* [http://technology.timesonline.co.uk/tol/news/tech_and_web/article648072.ece Gamers' lust for virtual power satisfied by sweatshop workers] - "The Times: Tech & Web News"
* [http://3quarksdaily.blogs.com/3quarksdaily/2005/08/atelier_real_sw.html Real Sweat Shops, Virtual Gold] - "3QuarksDaily : Atelier"
* [http://www.smh.com.au/news/games/the-geek-australian-dream/2006/10/16/1160850846458.html?page=fullpage The geek Australian dream] - "Sydney Morning Herald: Games"
* [http://pressblog.uchicago.edu/2006/02/08/review_edward_castronova_synth_1.html Review: Edward Castronova, Synthetic Worlds ] - "The Chicago Blog : University of Chicago Press"
* [http://law.richmond.edu/jolt/v13i2/article7.pdf VIRTUAL PROPERTY: PROTECTING BITS IN CONTEXT] - " [Richmond University, Australia : Richmond Journal of Law & Technology"
* [http://www.csd.abdn.ac.uk/~fguerin/teaching/CS5038/assessment/essays_from_2006/groupE/Richard%20Thomson%20-%20MMORPG%20Crime.doc Virtual Crime, Cheating and Virtual Economies in MMORPGs] - "University of Aberdeen, Frank Guerin : Department of Computer Science"
* [http://www.signonsandiego.com/uniontrib/20051009/news_1a09hiart.html Online gamer? Buy your way to the top] - "San Diego Union Tribune: PLUGGED IN"
* [http://www.newstext.com.au/docs/CML/2006/get.jsp?docid=CML-20060527-1-N01-4048287V9@QLD-METRO-2006-2005 It's a virtual hold-up] - "Courier Mail : Newstext.com.au - Pay-Per-View"


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