Title: The Future of Cyberspace Economies
1The Future ofCyberspace Economies
- Edward Castronova
- Associate Professor of Economics
- Cal State Fullerton
- Terra Nova at terranova.blogs.com
2Synthetic Worlds
- 10 20 million users in 2003
- Compare Attended basketball game, 21 million
(US) - Played basketball, 27 million (US)
- Predictions of strong growth 10 years out
- Basis Broadband and game industry
- Interesting spillages
- eBay
- Policy movements
- Retreats from reality
3Economic Indicators
- Annual GDP per capita 2,000 (EverQuest)
- Annual volume of eBay trade 20 million (all
Anglo-European except EverQuest) - Annual volume of in-world trade a large multiple
of eBay trade - A guess 50m of out-world trade, times 20 1
billion of in-world trade. - Compare Basketball shoes 834 million (US),
Spectator sports 13.6 billion (US)
4The Virtual Economy
- Synthetic scarcity. Misery is fun! (huh?)
- Users create all goods, including money
- Grotesque inequality, but based on time
investments alone - MUDflation rising prices at the high end,
falling prices at the low end overall increase
in real wealth per capita - Intense player interest in markets, prices, and
trading - Urban locations appear at trade nodes
5The Virtual Economy (cont.)
- Out-world trade is between time-holders and
money-holders - Frequent dupes, hacks, macros, exploits
- No taxation, storage fees, transportation costs,
depreciation, insurance, finance. - Dangerous markets often quashed (No Drop items)
- Evolution in favor of fluid markets (vendors)
- Risk-less worlds and lawless worlds generally
unpopular
6Inference A Fun Economy Has
- Self-employment
- Securely manageable risk
- Observable, guaranteed formulas for building
capital and wealth - No skill bottlenecks with enough time, you
eventually reach any goal - Relative income positions, inequality related to
time only, prestige treadmills, and conspicuous
consumption - Social networks are fluid but required for
advancement
7Table 1. Participation in Norrath and Earth
Society
N 3,353 to 3,365. Source NES 2001. The data
are weighted so that the distribution of avatar
levels in the data is comparable to the
distribution of avatar levels in Norrath.
8Table 2. Population Characteristics
Source NES 2001. N 3,619.
9Table 3. Norrath Characteristics
Source NES 2001. N ranges from 2,809 (adult
respondents only) to 3,467 (whole sample).
10Q How big will these places really be?
- Theory 1 Fun
- Theory 2 Economics of communication
- Theory 3 Economics of Play
- Theory 4 Economics of Post-Industrial Cultural
Decline
11Growth Theory I Fun
- People like this kind of world
- Explore, Achieve, Socialize, Dominate (Bartles
types) - Interactive entertainment TV
- Social interactive entertainment all
12Growth Theory II Economics of Communication
- Avatar worlds allow body-mediated communication
in a shared space. - Only competitor Face to face meetings
- Its a lot cheaper, and the quality will improve
- It also offers more than live video conferencing
(shared space, richer gesture set) - Enables image-sculpting and removes the Earth
body as a source of social discrimination
13Growth Theory III Economics of Play
- Piaget The drive to play is innate at a level
lower than consciousness, albeit higher than
hunger and sex. Mammals play. So should we. - Huizinga A not so cool thing about modernity
Its too serious. - Carmack internet a new opportunity to play
- People bought cars, radios, movies, records, TV.
Theyre going to buy into avatar worlds.
14Growth Theory IV Virtual Worlds as Cultural
Criticism
- All major virtual worlds are based on Tolkien or
his heirs romantic, anti-industrial, spiritual - Economic development pursues paths that enhance
but do not optimize the human condition.
Something has been lost. - Connection independence identity firm place in
society firm place in geography creative
community history meaning - Before judging the wholly-immersed players, we
must learn about their alternatives. What is
their daily life like? - For how many people do virtual worlds compare
favorably to daily life on Earth? Guess very,
very many.
15Implications of Growth
- For the Earth economy Negative
- Labor supply and consumption migrate online
- Central Statistical Offices measure only a
decline in Earth-based activity - Where is everyone?
- Evidence
- Lower Earth wages for intense EverQuest users
- Asset value changes in response to world vs.
world competition
16Implications that Matter
- From the standpoint of individual well being, the
decline of Country Xs GDP is not, in itself,
indicative of a problem - Much well-being is not material
- GDP is not consumption
- A country is not a person
- To ask about well-being is to ask about the
status of individual people, regardless of the
locus of their economic activity
17Avatars and Well-Being
- An avatar is an extension of the body (the root
avatar) - Its a car
- Supply a new car to the world and you raise
well-being - People who dont buy the car are unaffected
- People who do are better off
- Ergo the average well-being across all people is
higher
18Welfare Effects of Choice
- More choice Higher well-being
- Hence the opportunity to inhabit different
avatars (different from your body) enhances human
well-being - The opportunity to visit new worlds also enhances
well-being
19Equity Effects of Choice
- If all people just had to accept the color of the
car they were given, they would attain a certain
level of well-being - If you allowed them to choose color, they would
attain a higher level of well-being - And those who switch colors raise their
well-being while those who dont switch stay at
the same level of well-being - Hence Choice of color reduces the disparity in
well-being across people
20Equity Effects of the Avatar
- The avatar removes from the human inequality
calculus all effects that derive from the body. - Think about that. All inequality based on the
body goes away. Forever. Thats a fairly
important change in the human condition. There
may still be sexism, but no one has to be female
there may still be racism, but no one has to have
dark skin. The effect of these false judgments
becomes moot anyone who wishes to avoid them,
can. In the long run, they will lose their force
completely. - If the material advancement system is mostly
time-based, it also removes effects of player
skills in essence, the mind on material
inequality. - With virtual worlds, its now possible to tie
material gain very tightly to time investment.
Time is the most equally-distributed resource on
the planet. - Avatar bodies will not all be the same. Human
skills will not all be the same. But people will
have the avatar bodies they want, and their
skills will not prevent them from achieving their
goals.
21Wage Equity Effects
- Avatars that work best in teams and can freely
move from world to world should end up with about
the same net wage. - As more worlds open, more people will find an
avatar/employment combination that suits their
skills, reducing real wage inequality. - Workers suited to Earth will work the Earth, and
workers suited to synthetic worlds will work the
fantasy.
22Conclusions
- Synthetic worlds will probably occupy more of our
time - Many current trade and revenue streams will be
diverted - Avatars raise average material well-being (even
though the CSO wont notice that) - Prospect A dramatic decline in inequality
mental and physical skills and handicaps removed
from the equation