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Play Money: Or, How I Quit My Day Job And Struck It Rich in Virtual Loot Farming Export

(31 July 2006)

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From the writer acclaimed as "our hot link to the intricacies of cyberspace"--a wild ride to the outer limits of the virtual world, where real money meets fantasy gaming (Kit Reed, author of <I>Weird Women, Wired Women</I>) <P> <I>Play Money</I> explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMPORGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized populations of nearly full-time players, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. <P> The desire for virtual goods--magic swords, enchanted breastplates, and special, hard-to-get elixirs--has spawned a cottage industry of "virtual loot farmers": People who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a <I>month</I>. <P> <I>Play Money</I> is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now--with computer gaming poised to eclipse all other entertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred--look more and more like the future.


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