Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot
Starred Review.Something had to give in author Dibbell's life: either his day job freelancing for such magazines as Wired, or his 20 hour-a-week online gaming habit. Dibbell chose the latter, making it his business to exploit "the radical confusion of production and pretend" that massively multiplayer online roleplaying games (MMOs), such as EverQuest and Ultima Online, have instilled in their millions of users. In this cultural analysis-part memoir, part history, part economic investigation-Dibbell chronicles his attempts to get a piece of the estimated $880 million market in virtual goods, commodities such as armor, currency and even houses that exist only in the gaming world-but which people are willing to pay very real money for. Funny and uncommonly thoughtful, Dibbell takes us into the computer fantasyland, introducing us to real-world game players, virtual economies and the places they interact, such as a legendary office in Tijuana where unskilled workers make $19 a day to play online, "harvesting the resources of imaginary worlds." Dibbel disects the history of computers and games and tackles a number of issues legal, ethical and esoteric, including the IRS perspective on profits from dreamed-up merchandise, the difference or lack thereof between "real" and "virtual" currency, and the knotty question behind all the time, energy and cash spent on so much mouse-clicking: "Why would anyone enjoy it?" An unusual narrative, careful scholarship and real passion drive this circuitous (pun intended) study of a new American pastime.Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.--This text refers to an out of print or unavailable edition of this title.