unjapanologist: (Default)
[personal profile] unjapanologist
Distracting myself from a bigger post about the State of the Research. Here's an quick 101 about virtual economies in games, prompted by the fact that players in Diablo III get a store where they can sell virtual items. As the video explains, this is significant in part because it's a legitimization of a widespread fannish practice: exchanging virtual goods in games for money in ways that were hitherto not recognized or even forbidden by companies. Much more importantly, though, the new store amounts to an "official" signal that the virtual goods made or earned by gamers can and apparently should be able to make people real money, if they want it.

Idea Channel: Is Diablo III Turning Virtual Economies Into Real Ones? (8min, but only the first 6min are about games)



ETA: Via Boing Boing.

(no subject)

Date: 2012-09-25 02:09 pm (UTC)
samjohnsson: It's just another mask (Default)
From: [personal profile] samjohnsson
Does D3 not have the usual "you do not maintain ownership of the character nor any in-game items" clause that I think every other MMO has?

(On a random shallow note, can we keep him? scruffycute!)

(no subject)

Date: 2012-09-25 10:49 pm (UTC)
samjohnsson: It's just another mask (Default)
From: [personal profile] samjohnsson
I mean, I've played FFXI, Guild Wars, and STO, and I've seen plenty of forum conversations where someone quotes that section of the ToS. Weird.

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unjapanologist

Welcome!

This is the research journal of Nele Noppe. Besides the occasional squee about A:tLA, I mostly talk about the cultural economy of fanwork, comparative research on Japanese dojinshi and English-language fanwork, and legal, economic and cultural policy issues related to dojinshi and to fanwork in general. Anything too short or incoherent to post here goes into Twitter or the notes and quotes book.


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