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Speaking as someone who made a living from virtual goods for five years, the article presents valid points and observations but could have been more specific on
by sireat 17y ago
Speaking as someone who made a living from virtual goods for five years, the article presents valid points and observations but could have been more specific on the positive aspects.
Then again, I am struggling myself to come up with much positive(longer term, not in the sense of immediate satisfaction from the Skinner box) for virtual goods, as they are being sold.
"And just as with other goods and services, it is possible to use virtual goods in business that contributes positively to people's lives, as well as in business that exploits people and harms them."
I went through the PhD thesis - http://info.tse.fi/julkaisut/vk/Ae11_2009.pdf http://info.tse.fi/julkaisut/vk/Ae11_2009.pdf of the author looking for the positive examples, but could not find any.
- whatusername 17y agoGoing to a cinema is as tangible as any virtual good. It's an experience nothing more. Things like cigarettes are detrimental to you. People buy fancy cars/houses/clothes to one-up others all the time. Why not buy some virtual gold/farm-goods.
- dalore 17y agoWhy not prositution, drugs and gambling? Gambling is an apt comparison as these games are designed to be highly addictive. We have regulation in gambling, why not also regulate this highly addictive behaviour?