Virtual Worlds and My Twisted View of USA vs. China
Business, Politics July 30th, 2009
Virtual Worlds, such as World of Warcraft, Entropia Universe, Habbo Hotel, Club Penguin and Second Life grew 39% in the second quarter of 2009 to an estimated 579 million members, reports The Guardian.
A good chunk of these virtual worlds is owning virtual goods, that cost no-virtual, but real money: GigaOM reports that the virtual goods market is estimated to reach $1.8 billion this year.
“About one in 10 Americans reached into their wallets last year and spent an average of $30 on virtual goods, those pixelated swords, outfits and other non-real items used in online games such as Habbo and Club Penguin” – quotes the LA Times, using the same research report.
So why am I ranting about this? Let me put it very simply:
We’re wasting our brain on stupid things instead of being productive, while sending real money to Chinese entrepreneurs who laugh their *** off while running their sweatshops producing these digital goodies.
And you wonder why the US is declining while China prospers.
</rant>
There, I said it … now I feel better. Now, for a refreshing and decidedly more intelligent view on China, US..etc read this piece by former wunderkind (may still be wunder but no longer kid) Ben Casnocha: Rising Tide Lifts All (Nation-State) Boats.
(Cross-posted @ CloudAve. For the latest and greatest -well, dunno, but definitely more intelligent posts than this- on Cloud Computing, Web Apps, Business and the like grab the CloudAve feed here.)
Tags: china, gaming, second life, USA, virtual goods, virtual worlds, world of warcraft, wow, xref
Zoli Erdos