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Mastering digital media March 16, 2007

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My Dad told me that a recent article I wrote for the TWU school paper, Mars’ Hill, went a long way in explaining why I’m pursuing the career path that I am. For those who want to know, I’ve republished the article below.

The kingdom of Norrath has a GDP roughly equivalent to Namibia. In 2002 the average citizen made about $3.42 an hour. This is an impressive figure, considering Norrath has been in a constant state of civil war since its genesis in 1999. What makes this figure even more impressive is the fact that Norrath is a virtual kingdom, inhabited by players of the online game EverQuest.

These days, inhabitants of online worlds can earn much more. Second Life, which is more of a virtual world than a game, encourages players to buy and sell virtual goods for real money. Some citizens rake in over $50 000 a year. Of course, some are logging 70+ hours a week, as in the case of Veronica Browne of Simone! Design, a virtual fashion company. Despite the long hours, she makes over $17 an hour, well above the retail average. Even the more fantastical games like World of Warcraft, with over seven million players, have well-established economies where it is possible to make a significant income over and above the monthly cost of play.

With the ability to generate a livable income online, a lot of the old criticism of virtual worlds becomes obsolete. Games can no longer be called simple escapist fantasies that are disconnected from the real world. With over $1-million (USD) in transactions a day, Second Life can hardly be written off as an irrelevant fiction. Within the decade, most of us will experience the Internet primarily through a 3D virtual world, projecting ourselves into that world in the form of a 3D character, referred to as an avatar. We will interact in a manner that approximates our offline experience. Instead of buying books from Amazon.com, we’ll walk down the virtual boulevard to the Amazon department store, pull digital books off the shelves and watch as our avatar thumbs through the pages. News agencies like the BBC already use Second Life as another venue for distribution, Telus recently built a virtual phone store, and some musicians have even hosted concerts in cyberspace.

Taking games seriously does require a whole new set of questions. What are these virtual worlds doing to us? How do they affect the way we interact, the way we see ourselves, and the way we learn? Much has been said about the potential of games for education: if people can learn and have fun at the same time, then we’ll all get smarter, the education system can be reformed, and teachers can retire early.

Dr. Ian Bogost, a professor at the Georgia Institute of Technology, has spent a great deal of time thinking about these questions. His main site, watercoolergames.com, is devoted to discussing “games with an agenda.” It examines political, religious, and educational games, as well as advergaming. Bogost also heads up a gaming company called Persuasive Games, whose Arcade Wire series includes games that comment on Christmas consumerism, mass farming, and the oil industry.

Bogost spans the divide between academia and industry, adding some much needed scholarship to a business that he himself is a part of. This designer/scholar hybrid is something that I’m hoping to achieve by pursuing the Master’s of Digital Media, a brand new program beginning this fall in Vancouver. With a $40.5-million (CDN) grant from the B.C. government and another $8-million from the industry, the program’s claim that “the centre of digital media is here” rings true. The program is project-driven, which means that students will work in small teams to deliver finished products to clients each semester.

Unfortunately, the campus building won’t be built until well after I’ve graduated. But that’s okay. They’ve already hired an architect in Second Life to build an exact replica, and I recently had a chance to meet with some of the directors in their virtual boardroom.

Games, and the online worlds they create, are ready to redefine the Internet and the way we communicate. Virtual economies now see millions of dollars go through them every day, and more and more institutions are seeing these worlds as viable markets to explore. If you’re interested in joining the exploration, head on over to secondlife.com and make an account. It’s free. And as you’re busy whizzing around the world, don’t forget to visit the Centre for Digital Media on Erie at 130, 32, 23. See you in cyberspace.

Comments»

1. The Gaming Idustry « Tales from the side of the road - March 24, 2007

[…] The Gaming Idustry  This was originally written in response to Matt Jenkins’ blog post: Mastering digital media where he talks about how video games are redefining the way that we communicate, but it got pretty long and involved several tangents so I figured I may as well post it here instead. […]

2. Taylor Adams - March 24, 2007

I started writing a response to this about how, if the future you envision is to come true, big gaming companies can’t take blot out the small ones the way big business smashes small business, but it got a little out of hand so I posted it on my blog instead. Though my rant didn’t include MMOs. While companies make massive profits from MMOs they generally don’t use them to try to overtake the MMO market. It’s one gaming market where the quality of the graphics actually takes a back seat to the quality of the game itself, which means that if a small company has some really good ideas (like GuildWars for example) they can still make a tidy profit. Yes big names like Blizzard and Sony still dominate the market by a fairly large margin, but with the whole monthly fees deal a company doesn’t need as much time in the market in order to make enough money to move on to their next project (though small MMO companies could probably do better if they charged less to play. If ya offer a free download of the client, a lot of people will get a one year subscription for $2 a month. Get 1000 players (which isn’t very many at all) and that’s 24000 to pay for upkeep costs and updates, but that’s just my opinion of course.