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	<title>Scifi Watch &#187; guild</title>
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	<link>http://scifiwatch.net</link>
	<description>A Blog for all things Sci-fi</description>
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		<title>Five Ways to Get Laid at a Science Fiction Convention</title>
		<link>http://scifiwatch.net/five-ways-to-get-laid-at-a-science-fiction-convention/</link>
		<comments>http://scifiwatch.net/five-ways-to-get-laid-at-a-science-fiction-convention/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 01:18:10 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[A Writer's Life]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Random]]></category>
		<category><![CDATA[Battlestar Galactica]]></category>
		<category><![CDATA[Blizzcon]]></category>
		<category><![CDATA[convention]]></category>
		<category><![CDATA[cosplay]]></category>
		<category><![CDATA[DDR]]></category>
		<category><![CDATA[Entropia]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[firefly]]></category>
		<category><![CDATA[guild]]></category>
		<category><![CDATA[guilds]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Sci Fi]]></category>
		<category><![CDATA[Science fiction]]></category>
		<category><![CDATA[scifi]]></category>
		<category><![CDATA[SF]]></category>
		<category><![CDATA[star trek]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://scifiwatch.net/?p=1117</guid>
		<description><![CDATA[1)	Know Your Territory

If you’re planning to pick up girls at a sci-fi convention realize quickly that you’re not in Kansas anymore. Realize that the girls here are more interested in Firefly and Battlestar Galactica than they are in meeting men. So the best advice I can give here is know what the fuck you’re talking [...]]]></description>
			<content:encoded><![CDATA[<p>1)	<strong>Know Your Territory</strong><br />
<strong></strong><br />
If you’re planning to pick up girls at a <a class="zem_slink" title="Science fiction convention" rel="wikipedia" href="http://en.wikipedia.org/wiki/Science_fiction_convention">sci-fi convention</a> realize quickly that you’re not in Kansas anymore. Realize that the girls here are more interested in <em>Firefly </em>and <em><a class="zem_slink" title="Battlestar Galactica (ship)" rel="wikipedia" href="http://en.wikipedia.org/wiki/Battlestar_Galactica_%28ship%29">Battlestar Galactica</a></em> than they are in meeting men. So the best advice I can give here is know what the fuck you’re talking about. Try specializing in one category, whether it be <em><a class="zem_slink" title="World of Warcraft" rel="wikipedia" href="http://en.wikipedia.org/wiki/World_of_Warcraft">World of Warcraft</a></em>, <em><a class="zem_slink" title="Star Trek" rel="wikipedia" href="http://en.wikipedia.org/wiki/Star_Trek">Star Trek</a></em>, <em>Dungeons and Dragon</em>, or <em><a class="zem_slink" title="Neil Gaiman" rel="homepage" href="http://www.neilgaiman.com/">Neil Gaiman</a></em>. The key here is to get a meaningful conversation going. Even if it&#8217;s debate whether Asimov is better than Clarke &#8212; which he isn&#8217;t.<br />
<strong></strong><br />
<img class="alignnone size-medium wp-image-1118" title="haruhi_cosplay" src="http://scifiwatch.net/wp-content/uploads//haruhi_cosplay-200x300.jpg" alt="haruhi_cosplay" width="200" height="300"><br />
<strong></strong><br />
2)	<strong>The Importance of Cosplay</strong><br />
<strong></strong><br />
To me there’s nothing hotter than a woman dressed as Xena, Zelda, or even one of them chicks from Final Fantasy. So why not throw yourself into the fray as well. Many convention goers take part in what is known as cosplay, dressing up as their favorite anime or video characters for fun in elaborate often outrageous costumes.  What woman can resist a man dressed as Titus Cloud showing her his impressively-sized “sword”, if you know what I mean?</p>
<p><strong></strong><br />
3)<strong> Join Her Guild</strong><br />
<strong></strong><br />
The internet has allowed us to meet loads of people without ever having to actually talk to them fact to face. Email, <a class="zem_slink" title="Instant messaging" rel="wikipedia" href="http://en.wikipedia.org/wiki/Instant_messaging">instant messaging</a>, it has all allowed us to communicate in ways we’ve never imagined. Some people take it to a whole new extreme. <a class="zem_slink" title="Massively multiplayer online role-playing game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game">MMORPGs</a> (massively multi-player online <a class="zem_slink" title="Role-playing game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Role-playing_game">role playing games</a>) take it to a new level, no pun intended. Games like <em>World of Warcraft</em>, <em>Everquest</em>, <a class="zem_slink" title="Entropia Universe" rel="wikipedia" href="http://en.wikipedia.org/wiki/Entropia_Universe">Project Entropia</a>, and others have allowed groups of people, known as ‘guilds’ to battle online in real-time. You wouldn’t believe it but it’s actually a great way to meet women, that is if you know what you’re doing.<br />
<strong></strong><br />
<img class="alignnone size-medium wp-image-1119" title="wow11" src="http://scifiwatch.net/wp-content/uploads//wow11-300x240.jpg" alt="wow11" width="300" height="240"><br />
<strong></strong><br />
I actually had a friend who went to California to the annual Blizzcon convention and hooked up with one of the members of his guild after meeting her in person for the first time. If you’re not into these games, it’s very playful to challenge a girl to <em>Guitar Hero </em>or <em>DDR </em>if that option is available to you.<br />
<strong></strong><br />
For more regarding these online role-playing games <a href="http://scifiwatch.net/?p=201" target="_blank"><strong>click here</strong></a>.<br />
<strong></strong><br />
4)	<strong>Pretend You’re a Famous Author</strong><br />
<strong></strong><br />
Nothing impresses a woman more than a man who’s written a novel, or two, or three. Fortunately for us, most people don’t keep tabs on many authors profile save for a few favorites. Simply say to her you’re a well known author who’s just finished his book signing for his latest novel. For extra points keep a copy of your ‘book’ handy to show her as proof. Just make sure it doesn’t have the author’s picture on the inside jacket.  I suggest paperbacks for this. While copyright infringement may be illegal, pretending to be someone famous to sleep with a woman has been going on unregulated for generations. Keep this tip close to home.<br />
<strong></strong><br />
5)	<strong>Be Yourself</strong><br />
<strong></strong><br />
When all else fails this is the best advice I can give you, just be yourself. If you’re talking about us hardcore science fiction aficionados it is very much still a boy’s club. If a gorgeous woman is attending an event like that it is not by accident, she’s a fan of the genre. Use this as a launching point for your relationship and build it from there. It’s much easier to get into a relationship with a girl if you already have mutual interests. Don’t get discouraged. Be yourself.</p>
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		<title>Do Virtual Worlds Have Economic Recessions?</title>
		<link>http://scifiwatch.net/do-virtual-worlds-have-economic-recessions/</link>
		<comments>http://scifiwatch.net/do-virtual-worlds-have-economic-recessions/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:39:21 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[A Writer's Life]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[A Rape in Cyberspace]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Entropia Universe]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[guild]]></category>
		<category><![CDATA[Julian Dibbell]]></category>
		<category><![CDATA[massive multiplayer online role playing game]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Project Entropia]]></category>
		<category><![CDATA[role playing game]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Snow crash]]></category>
		<category><![CDATA[Ultima Online]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://davidsmag.wordpress.com/?p=201</guid>
		<description><![CDATA[Click Here to View a List of Online Gaming Products at Amazon

Here&#8217;s an article I originally wrote for Campus X Magazine here in Toronto but since they didn&#8217;t pay me or anything I thought I&#8217;d post it on my blog for those interested.
In 1992, science fiction author, Neal Stephenson, published his third novel, Snow Crash.&#160; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref%255F%3Dnb%255Fss%255Fvg%26y%3D0%26field-keywords%3Donline%2520games%26url%3Dsearch-alias%253Dvideogames&amp;tag=sciwat-20&amp;linkCode=ur2&amp;camp=1789&amp;creative=390957">Click Here to View a List of Online Gaming Products at Amazon</a><img src="https://www.assoc-amazon.com/e/ir?t=sciwat-20&amp;l=ur2&amp;o=1" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" height="1" width="1"><br />
<b></b><br />
<em>Here&#8217;s an article I originally wrote for Campus X Magazine here in Toronto but since they didn&#8217;t pay me or anything I thought I&#8217;d post it on my blog for those interested.</em></p>
<p>In 1992, science fiction author, Neal Stephenson, published his third novel, <a title="Snow Crash (Wikipedia)" href="http://en.wikipedia.org/wiki/Snow_Crash" target="_blank"><strong><em>Snow Crash</em></strong></a>.&nbsp; The book depicted a near-future dystopia, a world where cyber-technologies and <em>laissez-faire</em> capitalism have gone awry. Along with a heavy dose of Stephenson’s signature satire and black humor, one of the reasons for its incredible versatility over the years was the author’s conceptualizing of the internet, what he dubbed ‘the metaverse’.<span> </span>What he envisioned was a virtual-reality network that allowed external users to interface with other users through graphical reconstructions of human forms (or ‘avatars’).<span> </span>Many believe Stephenson’s vision of the ‘metaverse’ is the next technological evolution of the internet, while others argue it is already happening.</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"><br />
While the study of virtual worlds is still very much in its infancy, the ideas have been fashionable in popular culture for decades.<span> </span>However, with the sudden rise in popularity of online games the fiction of such authors as <a title="William Gibson (wiki)" href="http://en.wikipedia.org/wiki/William_Gibson" target="_blank"><strong>William Gibson</strong></a>, <strong><a title="Rudy Rucker (wiki)" href="http://en.wikipedia.org/wiki/Rudy_Rucker" target="_blank">Rudy Rucker</a></strong>, and <a title="Bruce Sterling (wiki)" href="http://en.wikipedia.org/wiki/Bruce_Sterling" target="_blank"><strong>Bruce Sterling</strong></a> are becoming more like reality every day<a name="_ftnref1" href="#_ftn1"></a>.</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal" style="text-align: center;"><span lang="EN-US"><img class="alignnone size-medium wp-image-995" title="snowcrash" src="http://scifiwatch.net/wp-content/uploads//snowcrash-178x300.jpg" alt="snowcrash" height="300" width="178"><br />
So how do these online worlds function?<span> </span></span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"><strong><a title="MMORPG (wiki)" href="http://en.wikipedia.org/wiki/MMORPG" target="_blank"><br />
Massive multiplayer online role-playing games</a> </strong>(or MMORPGs) are virtual communities that exist entirely online where large assortments of players interact in a game’s persistent world.<span> </span>The mythology surrounding these games is largely derived from Dungeons-and-Dragons folklore and Tokien-esque high fantasy. Thus, MMORPGs can be seen as an intricate fusion of high fantasy literature and modern 21<sup>st</sup> century technology.<span> </span>Through their avatars, players can trade items, gain experience and skills, or join clans (also known as ‘guilds’) with other players for the purpose of accomplishing greater quests.<span> </span>For the techno-savvy already familiar with these online worlds this is very much old news. However, for those who feel left behind when it comes to computers and technology, be sure to note this ever-changing phenomenon.</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><strong><a title="Everquest (wiki)" href="http://en.wikipedia.org/wiki/Everquest" target="_blank"><em><span lang="EN-US"><br />
Everquest</span></em></a></strong><span lang="EN-US">, an online role-playing game (developed by Sony Online Entertainment in 1999) boasts a population of nearly 200,000 subscribers worldwide<a name="_ftnref2" href="#_ftn2"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[2]</span></span><!--[endif]--></span></span></a>.<span> </span>In one of his essays, Dr. Edward Castronova, Associate Professor of Telecommunications at <a title="Indiana University Bloomington" href="http://en.wikipedia.org/wiki/Indiana_University_Bloomington"><span style="color: windowtext; text-decoration: none;">Indiana University Bloomington</span></a>, describes the virtual economy of ‘Norrath’, a planet in the </span><span lang="EN-US">land</span><span lang="EN-US"> of </span><em><span lang="EN-US">Everquest</span></em><span lang="EN-US">:</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><em><span lang="EN-US"><br />
“The nominal hourly wage is about USD 3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath&#8217;s currency is traded on exchange markets at USD 0.0107, higher than the Yen and the Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many. The population is growing rapidly, swollen each day by hundreds of émigrés from various places around the globe, but especially the </span></em><em><span lang="EN-US">United   States</span></em><em><span lang="EN-US">”<strong>.</strong><a name="_ftnref3" href="#_ftn3"><span class="MsoFootnoteReference"><span><span class="MsoFootnoteReference"><strong><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[3]</span></strong></span></span></span></a></span></em><span lang="EN-US"><a title="Julian Dibbel (wiki)" href="http://en.wikipedia.org/wiki/Julian_Dibbell" target="_blank"><strong><br />
</strong></a></span>
</p>
<p class="MsoNormal"><img class="alignright size-medium wp-image-711" title="6a00d8341c5ac253ef00e550566ba28833-640wi" src="http://scifiwatch.net/wp-content/uploads//6a00d8341c5ac253ef00e550566ba28833-640wi-300x225.jpg" alt="6a00d8341c5ac253ef00e550566ba28833-640wi" height="225" width="300"></p>
<p class="MsoNormal"><span lang="EN-US"><a title="Julian Dibbel (wiki)" href="http://en.wikipedia.org/wiki/Julian_Dibbell" target="_blank"><strong>Julian Dibbell</strong></a>, writer of the influential essay ‘<em>A Rape in Cyberspace</em>’, published a weblog chronicling his year-long experiences in the </span><span lang="EN-US">land</span><span lang="EN-US"> of </span><span lang="EN-US">Britannia</span><em><span lang="EN-US">,</span></em><span lang="EN-US"> the virtual world of <strong><a title="Ultima Online (wiki)" href="http://en.wikipedia.org/wiki/William_Gibson" target="_blank"><em>Ultima</em> </a></strong><em><strong><a title="Ultima Online (wiki)" href="http://en.wikipedia.org/wiki/William_Gibson" target="_blank">Online</a></strong> </em>that currently serves a membership of over 225,000 users.<span> </span>In his book ‘<em>Playing Money, or How I Quit My Job and Struck it Rich in Virtual Loot</em> <em>Forming</em>’, Dibbell states the following in his final blog entry:</span></p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><em><span lang="EN-US"><br />
As of a few hours earlier this evening, it&#8217;s official: I have paid taxes on my income as a trader of virtual items. I listed $3,131 in profits from <a class="zem_slink" href="http://www.amazon.com/Play-Money-Millions-Trading-Virtual/dp/0465015352%3FSubscriptionId%3D0G81C5DAZ03ZR9WH9X82%26tag%3Dsciwat-20%26linkCode%3Dxm2%26camp%3D2025%26creative%3D165953%26creativeASIN%3D0465015352" title="Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot" rel="amazon">Play Money</a> on my 2003 federal return. And in my Q1 2004 estimated tax payment, I included $2,056 to cover my $8,225 in Play Money profits for the year so far.<a name="_ftnref4" href="#_ftn4"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><strong><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[4]</span></strong></span><!--[endif]--></span></span></a></span></em>
</p>
<p class="MsoNormal"><em><span lang="EN-US"> </span></em></p>
<p class="MsoNormal"><strong><a href="http://en.wikipedia.org/wiki/Project_Entropia"><em><span lang="EN-US"><br />
Project Entropia</span></em></a></strong><span lang="EN-US"> (also known as the <em>Entropia Universe</em>) sets to raise the bar when it comes to online gaming.<span> </span>Created by Swedish-developer MindArk, the software is essentially free to download and use.<span> </span>There are no membership or subscription fees of any kind.<span> </span>However, without any money invested from the user, a player’s options in the game are limited to roaming the virtual world and using the private chat interface.<span> </span>Calypso is the planetary backdrop for the <em>Entropia Universe</em> which allows real world currency to be converted into virtual currency (in this case, one dollar US equals 10 PEDs).<span> </span>From there players are free to purchase equipment, armor, weapons, and tools to build up their skills as well as their bank balances.<span> </span>To this end, MindArk has recently released the Entropia Universe cash card, a tangible bank card which allows gamers in the real world to withdraw and load funds via ATMs.<span> </span><span>This is accomplished through Cirrus, an interbank network that links MasterCard, Maestro, and Diners Club credit to a network of over 900,000 ATMs worldwide.</span></span></p>
<p><img class="alignnone size-thumbnail wp-image-996" title="entropia_universe_screenshot" src="http://scifiwatch.net/wp-content/uploads//entropia_universe_screenshot-200x120.jpg" alt="entropia_universe_screenshot" height="120" width="200"><br />
<!-- br-->
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US">Many gamers have criticized games like <em>Project Entropia</em> for being a cash sink making it impossible for players to actually turn a profit without investing money into their character.<span> </span>Although, there have been a number of success stories to contradict this belief.<span> </span>On </span><span lang="EN-US">December 14, 2004</span><span lang="EN-US">, the BBC reported the sale of a virtual island put up for auction.<span> </span>It was sold for a price of 265,000 PEDs or $26,500 US to an Australian man named Zachrum “Deathifier” Emegen<a name="_ftnref5" href="#_ftn5"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[5]</span></span><!--[endif]--></span></span></a>.<span> </span></span><span lang="EN-US">One of the undisputed kingpins of the game is an avatar by the name of Jon ‘NEVERDIE’ Jacobs.<span> </span>In late 2005, Jon bought an asteroid space station and quickly renovated it into a virtual resort, which grossed $100,000 US in the first eight months of operation<a name="_ftnref6" href="#_ftn6"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[6]</span></span><!--[endif]--></span></span></a>.<br />
<!-- br--><br />
One of the earliest literary precedents involving online games is Vernor Vinge’s novella ‘True Names’, a science fiction story about a group of disenfranchised computer wizards conspiring in a virtual dungeon similar to <em>Everquest</em>.<span> </span>It is with a heavy heart to say that this story can now be seen as a cautionary tale since online games are not without their inherent consequences.</span></p>
<p><span> </span>
</p>
<p class="MsoNormal"><strong><span lang="EN-US"> </span></strong></p>
<p class="MsoNormal"><strong><span lang="EN-US">‘Farming’ </span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
This is a term used in online gaming for players who repeatedly attempt to acquire items of value within a game.<span> </span>While these activities are often mundane and tedious, when conducted on a large scale collectively (such as killing a large creature or collecting items such as gold) players can exploit the game’s mechanics for maximum profit.<span> </span>The practice of farming remains a very controversial issue when it comes to online gamers as it leaves the individual player at a marked disadvantage.<span> </span>Many players complain farming takes the fun out of gaming.<span> </span>As particular items become harder to locate and more people flood the game’s world simply looking to turn a profit.</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><strong><span lang="EN-US"><br />
‘Mud-flation’</span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
When new items are introduced into a game, usually through an expansion pack, the value of existent items (such as potions, armor, and weapons) drops considerably as their availability becomes evermore common in the game’s persistent world.<span> </span>This is known as ‘mud-flation’ (a portmanteau of the words ‘inflation’ and ‘MUD’ or ‘Multi-User Dungeon’).<span> </span></span>
</p>
<p class="MsoNormal"><strong><span lang="EN-US"> </span></strong></p>
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Mud-flation is also of critical importance in the scheme of a game’s larger economy.<span> </span>The virtual currency within a game’s programming is usually levied against a real world one, in most cases the US dollar.<span> </span>As more and more money gets introduced into the virtual environment, through the buying and trading of items and services, there begins the gradual decline of a game’s online currency.<span> </span></span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
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To combat mud-flation developers resort to a number of options:</span>
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<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Offering purchasable upgrades, expansion packs, or membership subscriptions using real world money</span></span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Creating more consumable goods during gameplay such as armour, potions, and supplies</span></span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Offering more purchasable services within the game’s world such as healing, item repair, transportation, and inventory space</span></span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Purchasing items through auction houses, pawning, or private trading, usually with an added markup</span></span></p>
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Virtual Outsourcing </span></strong>
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One of the most disheartening consequences is the outsourcing of virtual labour in the real world.<span> </span>In countries with a lower standard of living (what we might candidly call the ‘third world’) workers are often hired at slave wages to play online games for hours on end, farming their way to real-world profits for bosses ready to exploit them.<span> </span>This is exactly the case with Black Snow Interactive, a small company created in </span><span lang="EN-US">Southern  California</span><span lang="EN-US">.<span> </span>Black Snow was developed by two men who dumped their life savings into renting office space in Tijuana; stocked with eight PCs, a T1 line, and twenty-one Mexican laborers forced to play <em>Ultima Online</em> on rotating eight-hour shifts.<a name="_ftnref7" href="#_ftn7"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[7]</span></span><!--[endif]--></span></span></a><span> </span>While some claim this outsourcing is purely exploitative, others argue it gives people jobs who would otherwise be unemployed. <span> </span>This practice is especially prevalent in </span><span lang="EN-US">China</span><span lang="EN-US"> where it’s estimated 100,000 people (0.4% of Chinese gamers in total) are employed in these faming sweatshops.<a name="_ftnref8" href="#_ftn8"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[8]</span></span><!--[endif]--></span></span></a><span> </span></span>
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Game Addiction</span></strong></p>
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It is clear our dependence on modern technology far exceeds their dependence on us.<span> </span></span><span lang="EN-US">It is this same dependency that has resulted in treatment programs being set up worldwide.<span><span> </span></span></span><span lang="EN-US">Amsterdam</span><span lang="EN-US">, </span><span lang="EN-US">Massachusetts</span><span lang="EN-US">, and </span><span lang="EN-US">Richmond</span><span lang="EN-US">, </span><span lang="EN-US">British Columbia</span><span lang="EN-US"> have added ‘computer addicted services’ to their clinics in an attempt to combat this growing trend. <span> </span>In Asian countries such as </span><span lang="EN-US">China</span><span lang="EN-US"> and </span><span lang="EN-US">South   Korea</span><span lang="EN-US">, ‘game addiction’ is beginning to reach epidemic proportions.<span> </span>With an estimated twenty million teenagers logging on in China alone, some estimate as much as one fifth of them have the potential to become addicted.<span><span> </span></span>Symptoms can range from the typical obsessive gaming and withdrawal from daily life. <span> </span>Other characteristics include the player dreaming about the game while sleeping, involuntary typing movements of the fingers, and obsessive thinking about what is happening in the game when offline.<span> </span>Gamers who consider themselves ‘addicted’ often sacrifice sleep and food for continued online play, even at the cost of dehydration and sleep deprivation.<span> </span>This has resulted in sporadic deaths around the globe. </span>
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In the strictest literal sense virtual economies are nothing new.<span> </span>We use them everyday; Ebay, debit cards, online banking services, and ATMs are just a few examples of how the internet has changed our daily lives.<span> </span>So to answer the question posited in this article’s title.<span> </span>Yes, virtual worlds do have economic recessions. <span> </span>However, it is only in the sense of how far human beings will go to satisfy their virtual cravings, to grasp the intangible, and achieve nothing.</span>
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<p class="MsoNormal" style="text-align: right;" align="right"><span lang="EN-US"><span> </span></span></p>
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<p class="MsoFootnoteText"><a name="_ftn1" href="#_ftnref1"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[1]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US">Authors of the literary movement known as ‘cyberpunk’.<span> </span>Common tropes of this science fiction subgenre include cyberspace, virtual reality, artificial intelligences, and the hacker subculture.</span></p>
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<p class="MsoFootnoteText"><a name="_ftn2" href="#_ftnref2"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[2]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> www.mmogchart.com/ </span></p>
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<p class="MsoNormal"><a name="_ftn3" href="#_ftnref3"><span class="MsoFootnoteReference"><span style="font-size: 10pt;" lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[3]</span></span><!--[endif]--></span></span></span></a><span style="font-size: 10pt;" lang="EN-US"> Taken from the abstract of Edward Castronva’s essay, &#8220;Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier&#8221; (December 2001).<span> </span>Center for Economic Studies and Ifo Institute for Economic Research. Working Paper Series No. 618.</span></p>
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<p class="MsoFootnoteText"><a name="_ftn4" href="#_ftnref4"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[4]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> Taken from the </span><span lang="EN-US">April 15, 2004</span><span lang="EN-US"> log entry (http://www.juliandibbell.com/playmoney/index.html)</span></p>
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<p class="MsoFootnoteText"><a name="_ftn5" href="#_ftnref5"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[5]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> <em><span style="text-decoration: underline;">Virtual </span></em></span><em><span style="text-decoration: underline;"><span lang="EN-US">Island</span></span></em><em><span style="text-decoration: underline;"><span lang="EN-US"> Sells For $26,500</span></span></em><span lang="EN-US">.<span> </span></span><span lang="EN-US">December 14, 2004</span><span lang="EN-US">. http://games.slashdot.org/games/04/12/14/1759253.shtml?tid=209&amp;tid=187</span></p>
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<p class="MsoFootnoteText"><a name="_ftn6" href="#_ftnref6"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[6]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> BBC News. <em><span style="text-decoration: underline;">Gamer buys virtual space station</span></em>. <span class="ds"><span> </span></span></span><span class="ds"><span lang="EN-US">October 25, 2005</span></span><span class="ds"><span lang="EN-US">.</span></span><span lang="EN-US"> http://news.bbc.co.uk/2/hi/technology/4374610.stm</span></p>
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<p class="MsoFootnoteText"><a name="_ftn7" href="#_ftnref7"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[7]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US">Dibbell, Julian. <span class="textsubhed"><strong><em><span style="text-decoration: underline;">Black Snow Interactive and the World&#8217;s First Virtual Sweat Shop.</span></em></strong> </span><span> </span><span class="textsubhed">Originally published (in edited form) as a sidebar to <span style="text-decoration: underline;"><a href="http://www.wired.com/wired/archive/11.01/gaming.html"><span style="color: windowtext;">&#8220;Unreal Estate Boom, or, The 79th Riches</span><span style="color: windowtext;">t Nation on Earth Doesn&#8217;t Exist</span><span style="color: windowtext;">&#8220;</span></a></span> Wired magazine, January 2003.</span></span></p>
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<p class="MsoFootnoteText"><a name="_ftn8" href="#_ftnref8"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[8]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US">Barboza, David. <em><span style="text-decoration: underline;">“Ogre to Slay, Outsource it to </span></em></span><em><span style="text-decoration: underline;"><span lang="EN-US">China</span></span></em><em><span style="text-decoration: underline;"><span lang="EN-US">”</span></span></em><span lang="EN-US"> </span><span lang="EN-US">New York</span><span lang="EN-US"> Times, </span><span lang="EN-US">December 9, 2005</span><span lang="EN-US">.<br />
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