The economic uncertainty of recent years has provided fertile ground for speculation about the future of work and the nature of value. One topic that has been absent from too many of these conversations is that of virtual game economies. When even The Wall Street Journal is publishing articles questioning why so many people turn up their nose at virtual goods, it must mean some critical mass has been reached.
What makes virtual game worlds interesting is also what makes them difficult to write about. They come in countless forms, and even the very notion of what constitutes a singular world becomes blurry to outsiders very quickly. What the ones we are interested in share is a variety of utilitarian and aesthetic items that players can trade amongst each other. Economies that emerge from the wants and desires of online gamers are nothing new. In 2011, the World Bank released a study estimating the volume of “third party gaming services” for these games at approximately $3 billion for the year 2009.