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	<title>Comments on: MMORPGs and Perception of Value</title>
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	<link>http://borkweb.com/story/mmorpgs-and-perception-of-value</link>
	<description>Some People Are Squirrel Handed.</description>
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		<title>By: BorkWeb &#187; Grooming Real Life Leadership Through Virtual Worlds</title>
		<link>http://borkweb.com/story/mmorpgs-and-perception-of-value/comment-page-1#comment-356</link>
		<dc:creator>BorkWeb &#187; Grooming Real Life Leadership Through Virtual Worlds</dc:creator>
		<pubDate>Wed, 29 Mar 2006 03:43:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.borkweb.com/?p=58#comment-356</guid>
		<description>[...] We see even now that MMORPGs are affecting the economy, laws, and communication. As the games become more social, they are introducing experiences and obstacles to end users where those users may have never had the opportunity to encounter them. And as with many experiences in the real world, those users grow and alter behavior patterns to suit these diverse situations in the virtual world. Wired&#8217;s article focuses on MMORPGs grooming managers as a direct correlation to holding the position of Guild Master. They write:  [T]he process of becoming an effective World of Warcraft guild master amounts to a total-immersion course in leadership. A guild is a collection of players who come together to share knowledge, resources, and manpower. To run a large one, a guild master must be adept at many skills: attracting, evaluating, and recruiting new members; creating apprenticeship programs; orchestrating group strategy; and adjudicating disputes. Guilds routinely splinter over petty squabbles and other basic failures of management; the master must resolve them without losing valuable members, who can easily quit and join a rival guild. Never mind the virtual surroundings; these conditions provide real-world training a manager can apply directly in the workplace. [...]</description>
		<content:encoded><![CDATA[<p>[...] We see even now that MMORPGs are affecting the economy, laws, and communication. As the games become more social, they are introducing experiences and obstacles to end users where those users may have never had the opportunity to encounter them. And as with many experiences in the real world, those users grow and alter behavior patterns to suit these diverse situations in the virtual world. Wired&#8217;s article focuses on MMORPGs grooming managers as a direct correlation to holding the position of Guild Master. They write:  [T]he process of becoming an effective World of Warcraft guild master amounts to a total-immersion course in leadership. A guild is a collection of players who come together to share knowledge, resources, and manpower. To run a large one, a guild master must be adept at many skills: attracting, evaluating, and recruiting new members; creating apprenticeship programs; orchestrating group strategy; and adjudicating disputes. Guilds routinely splinter over petty squabbles and other basic failures of management; the master must resolve them without losing valuable members, who can easily quit and join a rival guild. Never mind the virtual surroundings; these conditions provide real-world training a manager can apply directly in the workplace. [...]</p>
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		<title>By: www.GamingFreedom.com</title>
		<link>http://borkweb.com/story/mmorpgs-and-perception-of-value/comment-page-1#comment-43</link>
		<dc:creator>www.GamingFreedom.com</dc:creator>
		<pubDate>Tue, 27 Sep 2005 12:29:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.borkweb.com/?p=58#comment-43</guid>
		<description>EQ2 would never be allowed to close its doors for fear of having to reimburse everyone for their items. And what if a glitch allowed an item to be duped...who gets sued in that instance? The company for lowering the item&#039;s value for everyone, or the duper?</description>
		<content:encoded><![CDATA[<p>EQ2 would never be allowed to close its doors for fear of having to reimburse everyone for their items. And what if a glitch allowed an item to be duped&#8230;who gets sued in that instance? The company for lowering the item&#8217;s value for everyone, or the duper?</p>
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		<title>By: www.GamingFreedom.com</title>
		<link>http://borkweb.com/story/mmorpgs-and-perception-of-value/comment-page-1#comment-42</link>
		<dc:creator>www.GamingFreedom.com</dc:creator>
		<pubDate>Tue, 27 Sep 2005 12:27:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.borkweb.com/?p=58#comment-42</guid>
		<description>Yes, you could certainly bring them to court for stealing your facial tissue, and would likely be rewarded the value an independant third party considers appropriate in civil (not criminal) court. He&#039;d know about the collection groups and he&#039;d give a ballpark value for owning the item.

Same scenario, this time with the Uber Sword of Usefullness (TUSoU). The independant third party would say something like &quot;Well the original owner payed $15 for a license to use this item and then someone came along and stole the access to that item.&quot; Long story short, you&#039;d get nothing! It&#039;s a private matter to be handled between yourself, the company, and the stealer.

The reason that you can sue someone for stealing something you own is, well, you own it. Do you own the TUSoU? No, clearly you do not. You own a license to use the item. You paid for that license, much like you did with your license for Windows XP. Now, if you told M$ someone stole your XP license, what do you think would happen? They&#039;d contact the authorities and report a theft. So the question is; why don&#039;t online game companies report theft?

I believe the answer is that they do not consider the items to have a value. While society has set a value for certain items based on their rarity, the items are of no value, and that&#039;s probably a good thing. Imagine how complicated it would be banning someone who had a half-million dollars in items, as recognized by the U.S. government. EQ2 would never be allowed to close its doors for fear of having to 

A Windows XP license has a value, as set by Microsoft. Companies are the sole owners arbiters of value when it comes to the items the produce and license to users.

You&#039;ve also made an argument about what happens when the really important people get involved. Well, I can&#039;t argue about the what-ifs in the future, but we can probably agree that golf is/was/will always be bigger with the old white men in power than EQ2, right? Are there laws around the game of golf? Does cheating in golf mean civil penalties? I dunno, but I get the feeling this is not the case.

Summary: We&#039;ll never see legislation around MMO&#039;s and theft simply because the companies themselves don&#039;t want it to happen, and will shut down before they allow it to happen. Or I could be totally wrong. The discussion is half the fun ;-)</description>
		<content:encoded><![CDATA[<p>Yes, you could certainly bring them to court for stealing your facial tissue, and would likely be rewarded the value an independant third party considers appropriate in civil (not criminal) court. He&#8217;d know about the collection groups and he&#8217;d give a ballpark value for owning the item.</p>
<p>Same scenario, this time with the Uber Sword of Usefullness (TUSoU). The independant third party would say something like &#8220;Well the original owner payed $15 for a license to use this item and then someone came along and stole the access to that item.&#8221; Long story short, you&#8217;d get nothing! It&#8217;s a private matter to be handled between yourself, the company, and the stealer.</p>
<p>The reason that you can sue someone for stealing something you own is, well, you own it. Do you own the TUSoU? No, clearly you do not. You own a license to use the item. You paid for that license, much like you did with your license for Windows XP. Now, if you told M$ someone stole your XP license, what do you think would happen? They&#8217;d contact the authorities and report a theft. So the question is; why don&#8217;t online game companies report theft?</p>
<p>I believe the answer is that they do not consider the items to have a value. While society has set a value for certain items based on their rarity, the items are of no value, and that&#8217;s probably a good thing. Imagine how complicated it would be banning someone who had a half-million dollars in items, as recognized by the U.S. government. EQ2 would never be allowed to close its doors for fear of having to </p>
<p>A Windows XP license has a value, as set by Microsoft. Companies are the sole owners arbiters of value when it comes to the items the produce and license to users.</p>
<p>You&#8217;ve also made an argument about what happens when the really important people get involved. Well, I can&#8217;t argue about the what-ifs in the future, but we can probably agree that golf is/was/will always be bigger with the old white men in power than EQ2, right? Are there laws around the game of golf? Does cheating in golf mean civil penalties? I dunno, but I get the feeling this is not the case.</p>
<p>Summary: We&#8217;ll never see legislation around MMO&#8217;s and theft simply because the companies themselves don&#8217;t want it to happen, and will shut down before they allow it to happen. Or I could be totally wrong. The discussion is half the fun ;-)</p>
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		<title>By: Matt</title>
		<link>http://borkweb.com/story/mmorpgs-and-perception-of-value/comment-page-1#comment-41</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Sun, 25 Sep 2005 12:03:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.borkweb.com/?p=58#comment-41</guid>
		<description>That is an interesting concept...if I understood it right.  I believe that the person is thinking about creating a game or virtual world where commerce can happen.  Coincidentally, my friend Casey and I were discussing something similar last night that may have a bigger impact on e-commerce, advertising, etc.  Advertising IN existing games...namely MMORPGs.  I will be blogging about those ideas soon, so stay tuned :)</description>
		<content:encoded><![CDATA[<p>That is an interesting concept&#8230;if I understood it right.  I believe that the person is thinking about creating a game or virtual world where commerce can happen.  Coincidentally, my friend Casey and I were discussing something similar last night that may have a bigger impact on e-commerce, advertising, etc.  Advertising IN existing games&#8230;namely MMORPGs.  I will be blogging about those ideas soon, so stay tuned :)</p>
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	<item>
		<title>By: John</title>
		<link>http://borkweb.com/story/mmorpgs-and-perception-of-value/comment-page-1#comment-40</link>
		<dc:creator>John</dc:creator>
		<pubDate>Sun, 25 Sep 2005 11:51:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.borkweb.com/?p=58#comment-40</guid>
		<description>Hey look at what i&#039;ve found.This concepts sounds intresting to me....What abt u?

http://gcommerce.blogspot.com/</description>
		<content:encoded><![CDATA[<p>Hey look at what i&#8217;ve found.This concepts sounds intresting to me&#8230;.What abt u?</p>
<p><a href="http://gcommerce.blogspot.com/" rel="nofollow">http://gcommerce.blogspot.com/</a></p>
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