Hey there, bloggers! Just touching back in today to talk a little bit about the kinds of collaboration among members of an online gaming system. It has been in my experience that you achieve the most of out any and all games if you give and take with your teammates, and even opponents. For example, it is common for gamers to chat within a realm to form game plans and scheme for a more sufficient experience. This collaboration is also known to have extended into the real world. Taking a look back at 1990 would bring us to the era of Ebay merging with this culture. The gamers of EverQuest took to Ebay to sell their accounts which includes their Avatars, virtual objects, currency, and real estate. This led economist Edward Castronova to determine that this virtual world claimed the REAL world's seventy-seventh largest economy (Pearce, C., Boellstorff, T, and Nardi, B., 2009). This collaborating left a huge mark on the entire world...not just the online world. Studying this way of collaborating and economic growth could lead us to incredible new research to help build our own economies in a large way.
Pearce, C., Boellstorff, T., & Nardi, B. (2009). Communities of play emergent cultures in multiplayer games and virtual worlds. Cambridge, Mass.: MIT Press.