Games and ... are as ancient as Mankind. Rome's ... public games may have ... for up to one fifth of its GDP. ... lasted for months. ... ... sp
 
                    Games and role-playing are as ancient as Mankind. Rome's state-sponsored
 lethal public games may have accounted for up to one fifth of its GDP. They
 often lasted for months. Historical re-enactments, sports events, chess -
 are all manifestations of Man's insatiable desire to be someone else,
 somewhere else - and to learn from the experience.
 Last week, Jeff Harrow, in his influential and eponymous "Harrow Technology
 Report", analyzed the economics of Massively Multiplayer Online Role Playing
 Games (MMORPG). These are 3-D games which take place in comprehensively and
 minutely constructed environments - a medieval kingdom being the favorite.
 "Gamers" use action figures known as avatars to represent themselves. These
 animated figurines walk, talk, emote, and are surprisingly versatile.
 Harrow quoted this passage from Internetnews.com regarding Sony's (actually,
 Verant's) "EverQuest". It is a massive MMORPG with almost half a million
 users - each paying c. $13 a month:
 "(Norrath, EverQuest's ersatz world is) ... the 77th largest economy in the
 [real] world! [It] has a gross national product per capita of $2,266, making
 its economy larger than either the Chinese or Indian economy and roughly
 comparable to Russia's economy".
 In his above quoted paper, "Virtual Worlds: A First-Hand Account of Market
 and Society on the Cyberian Frontier", Professor Edward Castronova, from
 California State University at Fullerton, notes that:
 "The nominal hourly wage (in Norrath) is about USD 3.42 per hour, and the
 labors of the people produce a GNP per capita somewhere between that of
 Russia and Bulgaria. A unit of Norrath's currency is traded on exchange mark
 ets at USD 0.0107, higher than the Yen and the Lira. The economy is
 characterized by extreme inequality, yet life there is quite attractive to
 many."
 Players - in contravention of the game's rules - also trade in EverQuest
 paraphernalia and characters offline. The online auction Web site, eBay, is
 flooded with them and people pay real money - sometimes up to a thousand
 dollars - for avatars and their possessions. Auxiliary and surrogate
 industries sprang around EverQuest and its ilk. There are, for instance,
 "macroing" programs that emulate the actions of a real-life player - a
 no-no.
 Nor is EverQuest the largest. The Korean MMORPG "Lineage" boasts a
 staggering 2.5 million subscribers.
 The economies of these immersive faux realms suffer from very real woes,
 though. In its May 28 issue, "The New Yorker" recounted the story of
 Britannia, one of the nether kingdoms of the Internet:
 "The kingdom, which is stuck somewhere between the sixth and the twelfth
 centuries, has a single unit of currency, a gold piece that looks a little
 like a biscuit. A network of servers is supposed to keep track of all the
 gold, just as it keeps track of everything else on the island, but in late
 1997 bands of counterfeiters found a bug that allowed them to reproduce gold
 pieces more or less at will.
 The fantastic wealth they produced for themselves was, of course, entirely
 imaginary, and yet it led, in textbook fashion, to hyperinflation. At the
 worst point in the crisis, Britannia's monetary system virtually collapsed,
 and players all over the kingdom were reduced to bartering."
 Britannia - run by Ultima Online - has 250,000 "denizens", each charged c.
 $10 a month. An average Britannian spends 13 hours a week in the simulated
 demesne. For many, this constitutes their main social interaction.
 Psychologists warn against the addictive qualities of this recreation.
 Others regard these diversions as colossal - though inadvertent - social
 experiments. If so, they bode ill - they are all infested with virtual
 crime, counterfeiting, hoarding, xenophobia, racism, and all manner of
 perversions.
 Subscriptions are not the only mode of payment. Early multi-user dungeons
 (MUD) - another type of MMORPG - used to charge by the hour. Some users were
 said to run bills of hundreds of dollars a month.
 MMORPG's require massive upfront investments - so hitherto, they constitute
 a tiny fraction of the booming video and PC gaming businesses. With combined
 annual revenues of c. $9 billion, these trades are 10 percent bigger than
 the film industry - and half as lucrative as the home video market. They are
 fast closing on music retail sales.
 As games become graphically-lavish and more interactive, their popularity
 will increase. Offline and online single-player and multi-player video
 gaming may be converging. Both Sony and Microsoft intend to Internet-enable
 their game consoles later this year. The currently clandestine universe of
 geeks and eccentrics - online, multi-player, games - may yet become a mass
 phenomena.
 Moreover, MMORPG can be greatly enhanced - and expensive downtime greatly
 reduced - with distributed computing - the sharing of idle resources
 worldwide to perform calculations within ad hoc self-assembling computer
 networks. Such collaboration forms the core of, arguably, the new
 architecture of the Internet known as "The Grid". Companies such as IBM and
 Butterfly are already developing the requisite technologies.
 According to an IBM-Butterfly press release:
 "The Butterfly Grid T could enable online video game providers to support a
 massive number of players (a few millions) (simultaneously) within the same
 game by allocating computing resources to the most populated areas and most
 popular games."
 The differences between video games and other forms of entertainment may be
 eroding. Hollywood films are actually a form of MMORPG's - simultaneously
 watched by thousands worldwide. Video games are interactive - while movies
 are passive but even this distinction may fall prey to Web films and
 interactive TV.
 As real-life actors and pop idols are - ever so gradually - replaced by
 electronic avatars, video games will come to occupy the driver seat in a
 host of hitherto disparate industries. Movies may first be released as video
 games - rather than conversely. Original music written for the games will be
 published as "sound tracks".
 Gamers will move seamlessly from their PDA to their PC, to their home cinema
 system, and back to their Interactive TV. Game consoles - already
 computational marvels - may finally succeed where PC's failed: to transform
 the face of entertainment.
 Jeff Harrow aptly concludes:
 " ... History teaches me that games tend to drive the mass adoption of
 technologies that then become commonplace and find their way into
 "business." Examples include color monitors, higher-resolution and
 hardware-accelerated graphics, sound cards, and more. And in the case of
 these MMORPG games, I believe that they will eventually morph into effective
 virtual business venues for meetings, trade shows, and more. Don't ignore
 what's behind (and ahead for) these "games," just because they're games..."
 
 
                                The Ubiquitous Britannica 2015
Encyclopedia Britannica is now online and as a DVD. The print edition has been discontinued. 
                                Pears Cyclopaedia 2014-5 Edition: Human Knowledge Encapsulated
Pears Cyclopaedia is the last remaining one volume reference work. 
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