JASON AINSWORTH plays the online game Second Life at least four hours a day. In the game, he runs a virtual real estate development business. But his after-tax profit - about $1,800 a month - is real, and it's enough to pay the mortgage on his home in Las Vegas.
For many people, what are known as massively multiplayer online games have become significant sources of income.
Web sites have sprung up that allow players to use real currency to buy items - like weapons or real estate - that they may want or need for the games.
Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players worldwide in virtual environments that continue to exist whether or not any particular person is playing at the moment. The virtual broadsword you found in the dragon's cave (or that dream house you built) before logging off on Tuesday will be right there on Wednesday.
Acquiring those items, however, requires work. In Ultima Online, it can take weeks to amass enough virtual gold to buy a superior weapon. It can take just as long to earn enough "simoleans," the virtual currency of The Sims Online - the online version of Electronic Arts' best-selling role-playing games - to buy and furnish a house.
Mr. Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay. "I started hearing about players leaving the game who were selling their assets," he said, "so I figured, buy low, sell high."
But Mr. Ainsworth found his moneymaking options in The Sims "very limited"; he switched to Second Life, a virtual world that is less a game than a three-dimensional environment in which players can do whatever they choose. There, he has leveraged his real-life experience - he is a developer and contractor - into an online business. In 14 locations in Second Life's virtual world, he owns enough "land" to rent space to nearly 50 retailers, who in turn earn virtual money selling everything from jewelry to clothing to art (all nonexistent, of course). Mr. Ainsworth converts his game profits into real money on sites like eBay, Ige and gamingopenmarket, which charge a small fee, and he includes that income on his tax returns.
Hundreds of people who play Second Life make a profit on it, said Philip Rosedale, chief executive and founder of Linden Lab, the game's developer. The value of the average player's transactions, if converted to real money, is more than $1,000 a year and has been growing nearly 25 percent a month, Mr. Rosedale said.
Who buys this stuff? One Second Life resident, who asked to be identified only by her screen name, Diamond Hope, said she spent $10 to $15 a month on clothing and other accessories in Second Life, but would spend more if she could afford it. "With all the things you can buy in Second Life," she said, "it's hard not to want them, just like real-life stuff."
In the open-ended environment of Second Life, players are provided with a host of powerful tools that can be used to design and market all manner of virtual goods and services. But there is money to be made even in games that provide a standard set of artifacts that must be earned in long hours in front of a screen.
John Chapman, 28, of Canton, Mich., earned about $25,000 a year for the three and a half years in which trading in Ultima Online artifacts was his only source of income. "I wasn't getting rich, but I wouldn't even call it work," he said in an e-mail interview. "It doesn't get any better than getting paid to play games."
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