
Monday May 16, 2005
[ Networks ]
Recent Study on Online Computer Games
This morning, my daughter demonstrated to me what she had been telling
me over the weekend. She pulled up an eBay page of running auctions of
virtual Runescape game assets. On the first page, one virtual asset was
selling for more than $1000. Other items were listed in British Pound
and in Australian Dollars.
There has been a lot of news on such auctions. Surely, these may never
become as revenue generating as the spectrum auctions but they do
deserve thorough study. I recently wrote a little entry about the auction of virtual gaming assets, and this morning, a recent entry on professor Lawrence Lessig's blog
drew my attention to a study by OECD's Working Party on Information
Economy, released on May 12, 2005 and exploring the economics and
cultural ramifications of online computer and video game industry.
Here's the first paragraph of the report. For more, go to the original, which is available for free.
Computer and video games is a young industry with rapid growth
underpinned by technological development. The global market in 2003 was
estimated to be over USD 21 billion compared with USD 32 billion for
the recorded music industry; US games revenue in 2001 surpassed film
box office ticket sales. The main segments in 2003 were the console
off-line (73%) and PC-offline markets (17%). Online and wireless games
are still relatively small (6.4 and 3.4% respectively). However, there
is a trend towards online games in PCs and consoles. New games are
released with some online capabilities, and it is expected that nearly
all will become at least in part online. Computer games are R&D and
innovationintensive and games programming and design are highly skilled
occupations. Market expansion is coming through development of online
network technology, diversifying content and developing large-scale
online games. The industry is also increasingly seen as strategic by
major media, Internet and consumer electronics firms.
In the meantime, it is worth nothing that OECD's Working Party on
Information Economy has also conducted a whole series of other related studies on digital content.
OECD study does seem to miss the important trend in online game
communities I mentioned at the beginning of this entry—i.e., the
auctioning of virtual game assets. In fact, it may have been worth
noting that some online games, such as Runescape, seem to have been
designed to enable exchange of virtual assets. Such ability to exchange
unleashes all that comes with it, including real auctions performed
with real money.
Online Games,
Economics,
Virtual Assets,
Auctions.
2005-05-16 11:34:48.0 --
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It will be interesting to see where this goes in the future.
Posted by Jeff on May 16, 2005 at 12:52 PM PDT #
Yes, you're right. Sony did this partly to create some level of control in the sale of virtual game assets. Such sales, either through auction or other means, pose interesting questions for the online game economics. Sony's main reason, other than what you noted, appear to have been the problem they were facing when servicing customers who had fallen victim to fradulant virtual asset sales. In the words of some executives, it had become a customer service nightmare, on which Sony could exercise no control unless it could start its own controled auction site.
I think I have the links for the Sony auction site in an earlier weblog entry noted above. The weblog entry also includes links to some early scholarly studies of "virtual" economies.
Posted by M. Mortazavi on May 16, 2005 at 01:30 PM PDT #
Posted by Runnie on December 25, 2005 at 09:37 PM PST #