Thursday, November 7, 2013

Blog 11/8 - Video games Economy: cash shop, auction house, and more



At the age of thirteen, I’ve been playing video games for the majority of the spare time that I have. When we talk about gold farming in class, I realized that there were a lot of opinions on spending and trading time for internet points. I think that video games teaches us a lot of about money and economy at an early age, without us actually knowing what we’re doing-except for the desire to gain and be the best. The first game that I play that relies on the cash shop was Flyff; a MMO that essential was a grind race to get to the top level. The grind was extremely long and boring, and at certain point, it would take hours to days to just gain a level. In the cash shop, there are items that help you gain experience faster and also dress outfit. People who play the game have an incentive to buy these outfits because it makes them look different than other players. So for some people, video game is also about individuality.

 In Flyff, people can also choose to sell these cash shop items to other players. Since you cannot buy gears from the cash shop, most people use the currency (penya) to buy the item from the players who have obtained the loot. For some people that means just buying progression from the game rather than spending the time, whole for some it is trading their time for monetary values. This is still a practice that is popular in many MMO companies today, especially in Asian country that relies on the virtual market. In the U.S the dissatisfaction of the cash shop system is made apparent buy consumers. If the game has a cash shop factor that heavily influence the game, it is consider a fault. Most people including myself, feel that it is unfair for people to be able to simply buy game progression with money, something that destroy the game’s economy and content value. Another example is the new released Diablo III in 2012. The game was highly hyped on the launch day and included an auction house and a real money auction house. However, with the presence of the auction house, many people felt that it was futile to actually play the game and grind for good gears when you can just go to the auction house and buy them which lead to the announcement of auction house shut down one year later. For many games like this, some players have earned a sizable income monthly by simply playing video game. 


Currently, major game companies have improved their MMO principles. Cash shops are now implemented for aesthetical purposes such as outfit, dyes, skins, mount and etc. These items don’t affect the game’s content as much and still net income. Another approach by not having a cash shop is to have a monthly subscription fee. These fees are monthly and a way to isolate spammers and gold sellers from ruining the game. Some of the games that I play falls under two categories: free to play content with aesthetic cash currency (such as League of Legends), and monthly subscription based (Final Fantasy: ARR). I think that video games teach the players a lot about economy at a young age. When I was in middle school and high school, I did not receive any education on economic principles: I felt that by playing games online, I can truly be successful in my own world. Games can teach the consumers a lot about real world values that are not in everyday school teaching curriculum. 





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