75 research outputs found

    The Price of "Man" and "Woman": A Hedonic Pricing Model of Avatar Attributes in a Synthetic World

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    This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a computer-generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their skills; these asset values can be directly observed in online markets. Auction data for avatars from the synthetic fantasy world of EverQuest are used here to explore a number of questions, especially those involving the relative value of male and female avatars. In EverQuest, about 20 percent of the avatar population is female, and there are no sex-based differences in avatar capabilities. Many avatars (about one-fourth to one-fifth of the population) are cross-gendered, being piloted by a person of the opposite sex. Nonetheless, relations between avatars are gender-based, and include chivalry, dating, and sex. Female avatars tend to be concentrated in highly sexualized Human and Elven races, with very few being present among such aesthetically-challenged races as Ogres and Trolls. Hedonic analysis of the auction price data suggests that gender labels are a less important determinant of avatar values than the ‘level,’ a game-design metric that indicates the overall capabilities of the avatar. Thus, ability seems more important than sex in determining the value of a body. Nonetheless, among comparable avatars, females do sell at a significant price discount. The average avatar price is 333 dollar; the price discount for females is 40 to 55 dollar, depending on methods. The discount may stem from a number of causes, including discrimination in Earth society, the maleness of the EverQuest player base, or differences in well-being related to male and female courtship roles. We do know, however, that these differences cannot be caused by sex-based differences in the abilities of the body, since in the fantasy world of Norrath, there are none.synthetic worlds, internet auctions avatar attributes, sexual discrimination

    Theory of the Avatar

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    The internet has given birth to an expanding number of shared virtual reality spaces, with a collective population well into the millions. These virtual worlds exhibit most of the traits we associate with the Earth world: economic transactions, interpersonal relationships, organic political institutions, and so on. A human being experiences these worlds through an avatar, which is the representation of the self in a given physical medium. Most worlds allow an agent to choose what kind of avatar she or he will inhabit, allowing a person with any kind of Earth body to inhabit a completely different body in the virtual world. The emergence of avatar-mediated living raises both positive and normative questions. This paper explores several choice models involving avatars. Analysis of these models suggests that the emergence of avatar-mediated life may increase aggregate human well-being, while decreasing its cross-sectional variance. These efficiency and equity effects are contingent on the maintenance and protection of certain rights, however, including the right of agents to free movement, unbiased information, and political participation.information and internet services, computer software, equity, justice, inequality, synthetic worlds

    Virtual Worlds as Petri Dishes for the Social and Behavioral Sciences

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    The next tool for social science experimentation should allow for macro level, generalizable, scientific research. In the past devices such as rat mazes, Petri dishes and supercolliders have been developed when scientists needed new tools to do research. We believe that Virtual Worlds are the modern equivalent to supercolliders for social scientists, and feel they should be the next area to receive significant attention and funding. The advantages provided by virtual worlds research outweigh the costs. Virtual worlds allow for societal level research with no harm to humans, la rge numbers of experiments and participants, and make long term and panel studies possible. Virtual worlds do have some drawbacks, in that they are expensive and time consuming to build. These obstacles can be overcome, however, by adopting the models of revenue and maintenance practiced by the current game industry. The returns from virtual worlds being used as scientific tools could reach levels that would self fund future search for decades to come. However, at the beginning an investment of funding agencies seems to be necessary.Virtual Worlds, Macro Level Experiments, Research Infrastructure

    Fertility and Virtual Reality

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    The Right to Play

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    Digital Value Transfer Systems

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    A “digital value transfer system” (DVT) is a computer program that moves purchasing power from one person to another by exchanging different forms of virtual currency. In this Essay, I will give examples of DVTs and explain how they work. Then I will use the economic theory of budgets to explain how DVTs increase the liquidity and reach of all forms of virtual money. In effect, DVTs make all forms of currency, from dollars to frequent-flyer miles, essentially equivalent in terms of purchasing power. I conclude with a brief discussion of the possible implications of DVTs for the economy and for government policy

    Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier

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    In March 1999, a small number of Californians discovered a new world called "Norrath", populated by an exotic but industrious people. Having just returned from a dangerous exploratory journey through this new world, I can report a number of interesting findings about its people and economy. About 12,000 people call it their permanent home, although some 60,000 are present there at any given time. The nominal hourly wage is about 3.42perhour,andthelaborsofthepeopleproduceaGNPpercapitasomewherebetweenthatofRussiaandBulgaria.AunitofNorrathscurrencyistradedonexchangemarketsat3.42 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 markets at 0.0107, higher than the Yen and the Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many. The population is growing rapidly, swollen each each day by hundreds of émigrés from various places around the globe, but especially the United States. Perhaps the most interesting thing about the new world is its location. Norrath is a virtual world that exists entirely on 40 computers in San Diego. The entire dollar-based economy is underground, since the owning company, Sony, considers everything created in the world to be its intellectual property. Unlike many internet ventures, virtual worlds are making money -- with annual revenues expected to top $1.5 billion by 2004 -- and if network effects are as powerful here as they have been with other internet innovations, virtual worlds may be the next step in the evolution of internet (and possibly human) culture.Internet, Virtual Worlds,

    On the Research Value of Large Games: Natural Experiments in Norrath and Camelot

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    Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of coordination games: 1) the location of markets inside EverQuest, and 2) the selection of battlefields inside Dark Age of Camelot. Coordination game theory is quite important to a number of literatures in political science, economics, sociology, and anthropology, but has had very few direct empirical tests because that would require experimental participation by large numbers of people. The paper argues that games, unlike any other social science research technology, provide for both sufficient participation numbers and careful control of experimental conditions. Games are so well-suited to the latter that, in the two cases we examine, the natural experiments that happened were, in fact, perfectly controlled on every relevant factor, without any intention of the designer. This suggests that large games should be thought of as, in effect, social science research tools on the scale of the supercolliders used by physicists: expensive, but extremely fruitful.synthetic worlds, coordination game theory

    Achievement Bias in the Evolution of Preferences

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    The paper develops an evolutionary selection model of the cultural transmission of preferences, focusing on the survival probability of certain preference types. The fitness of a preference is defined in terms of the ease with which its carrier can transmit the preference to the young. For example, a taste for work gives its carriers more income than is obtained by those who carry a taste for leisure. If higher income allows a given carrier to transmit her preferences more easily, then those with a taste for work will be more likely to transmit their preferences to the young; hence a taste for work will be more evolutionarily fit than a taste for leisure. In general, cultural transmission of preferences will favor any tastes that facilitate their own transmission, especially tastes for social achievements such as income, power, mass communication, and knowledge. The resulting pattern of tastes can be biased in the following sense: if the young generation were not influenced by achievement effects, they would choose preferences that would make them happier.preferences, evolution, well-being,

    Virtual Worlds as Petri Dishes for the Social and Behavioral Sciences

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    "The next tool for social science experimentation should allow for macro level, generalizable, scientific research. In the past devices such as rat mazes, Petri dishes and supercolliders have been developed when scientists needed new tools to do research. We believe that Virtual Worlds are the modern equivalent to supercolliders for social scientists, and feel they should be the next area to receive significant attention and funding. The advantages provided by virtual worlds research outweigh the costs. Virtual worlds allow for societal level research with no harm to humans, large numbers of experiments and participants, and make long term and panel studies possible. Virtual worlds do have some drawbacks, in that they are expensive and time consuming to build. These obstacles can be overcome, however, by adopting the models of revenue and maintenance practiced by the current game industry. The returns from virtual worlds being used as scientific tools could reach levels that would self fund future research for decades to come. However, at the beginning an investment of funding agencies seems to be necessary." (author's abstract
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