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Editor Login


Convener in chief:


David Lazer
(Methodology, Networked Governance)

Editors:


Stanley Wasserman
(Current Trends, Methodology, Social Networks)

Allan Friedman
(Simulations)

Nathan Eagle
(Technology, Social Computing, Powerlaws, Current Trends)

Ben Waber
(Technology, Social Computing)
Thomas Langenberg
(Technology, Social Computing, Social Networks, Current Trends)

Ines Mergel
(Knowledge Sharing, Social Computing, Social Software, Current Trends)

Brian Rubineau
(Social Dynamics, Societal Networks, Simulations)

Maria Binz-Scharf
(Qualitative Methodology, Knowledge Sharing, eGovernment)

Jeff Boase
(Technology, Societal networks)

Alexander Schellong
(Admin, eGovernment, Citizen Relationship Management)

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« Bits, Bullets, and the Modern State | Main | Psychological Traits from Social Network Characterstics »

17 June 2007

The dark side of social networks - Insights into a WoW goldfarmer's life

Online gaming is a multi-million dollar business. World of Warcraft, one of the most successful role playing games (RPGs) which is said to generating revenues over $250 million. Yet, this business allows third parties to make money too. Given an average age of over 25, many players in the US or Europe don't find the time or just don't want to spend numerous hours in the virtual worlds to develop their characters. The solution comes from countries like China. There, virtual gold is mined or characters are "trained" and then sold via online auctions to those in need. Today's NYT offers an in depth-look at the life of the virtual gold farmers.

Posted by Alexander Schellong at June 17, 2007 11:25 PM

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