Julian Dibbell’s article “The Life of a Chinese Gold Farmer”
and Ge Jin's article "Chinese Gold Farmers in the Game World” discuss the
emerging trend of private businesses creating a virtual economy by accumulating
online resources and redistributing these to gamers for a profit. What is amazing about this phenomenon
is that the emergence of virtual “gold farms” has led to the emergence of
real-world sweatshops. In these,
workers are paid minimal amounts of money (sometimes compensated only by
housing and access to video games) to perform tasks within massive online
gaming communities to earn gaming currency. Much like traditional sweatshop workers, these gold farmers
are exploited. However, the fact
that these workers seem to enjoy playing games and are attached to their online
persona complicates the issue and makes gold farms different than regular
sweatshops.
What I find most amazing is how these farms demonstrate the
blurring of lines between the real world and the online-world. These workers are real people who spend
most of their lives focusing on online personas and avatars. Their relationships are online as is
their work. The fact that an
entire unintended market has arisen in online games further shows how the
virtual world behaves similar to the real one and how people are changing to
reflect this.
Furthermore, the massive amount of animosity towards such
gold farmers demonstrates how Internet users and gamers are becoming more and
more involved in their online avatars.
Much like the emotional attachments of Second Life users witnessed Tom
Boellstorff, the Internet has become a source of socialization. The rage expressed by gamers towards
farmers shows how a social contract is emerging online. This social contract, however, is not the
same as the one that exists in the real world. Gamers see the use of online-worlds for profit and
exploitation as sacrilege and abhor it.
They then take steps to combat it.
This is similar to feeling in the real world (for example, complaints
how the business of sports ruins the purity of them), but is even more
extreme. Perhaps the disinhibition
noted by Boellstorff resulting for Internet use leads to more extreme emotions
or more extreme expressions of emotion online than in the real world. These extreme reactions seem to be part
of the online social contract rather than prohibited by it.
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