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Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot
 
 

Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot (Hardcover)

~ (Author)
Key Phrases: gold farm, virtual item, million gold pieces, Ultima Online, Markee Dragon, Troy Stolle (more...)
4.2 out of 5 stars  See all reviews (19 customer reviews)

Price: $24.00 & eligible for FREE Super Saver Shipping on orders over $25. Details
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Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot + Synthetic Worlds: The Business and Culture of Online Games + Play Between Worlds: Exploring Online Game Culture
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  • This item: Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot by Julian Dibbell

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Editorial Reviews

From Publishers Weekly

Starred Review. Something had to give in author Dibbell's life: either his day job freelancing for such magazines as Wired, or his 20 hour-a-week online gaming habit. Dibbell chose the latter, making it his business to exploit "the radical confusion of production and pretend" that massively multiplayer online roleplaying games (MMOs), such as EverQuest and Ultima Online, have instilled in their millions of users. In this cultural analysis-part memoir, part history, part economic investigation-Dibbell chronicles his attempts to get a piece of the estimated $880 million market in virtual goods, commodities such as armor, currency and even houses that exist only in the gaming world-but which people are willing to pay very real money for. Funny and uncommonly thoughtful, Dibbell takes us into the computer fantasyland, introducing us to real-world game players, virtual economies and the places they interact, such as a legendary office in Tijuana where unskilled workers make $19 a day to play online, "harvesting the resources of imaginary worlds." Dibbel disects the history of computers and games and tackles a number of issues legal, ethical and esoteric, including the IRS perspective on profits from dreamed-up merchandise, the difference or lack thereof between "real" and "virtual" currency, and the knotty question behind all the time, energy and cash spent on so much mouse-clicking: "Why would anyone enjoy it?" An unusual narrative, careful scholarship and real passion drive this circuitous (pun intended) study of a new American pastime.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.


Product Description

From the writer acclaimed as "our hot link to the intricacies of cyberspace"--a wild ride to the outer limits of the virtual world, where real money meets fantasy gaming (Kit Reed, author of Weird Women, Wired Women)
Play Money explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized populations of nearly full-time players, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world.
The desire for virtual goods--magic swords, enchanted breastplates, and special, hard-to-get elixirs--has spawned a cottage industry of "virtual loot farmers": People who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month.
Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now--with computer gaming poised to eclipse all other entertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred--look more and more like the future.

Product Details

  • Hardcover: 336 pages
  • Publisher: Basic Books; First Printing edition (July 10, 2006)
  • Language: English
  • ISBN-10: 0465015352
  • ISBN-13: 978-0465015351
  • Product Dimensions: 9.5 x 6.1 x 1.2 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (19 customer reviews)
  • Amazon.com Sales Rank: #613,830 in Books (See Bestsellers in Books)

More About the Author

Julian Dibbell
Discover books, learn about writers, read author blogs, and more.

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19 Reviews
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Average Customer Review
4.2 out of 5 stars (19 customer reviews)
 
 
 
 
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36 of 40 people found the following review helpful:
3.0 out of 5 stars Patchy, September 19, 2006
This book is well-written (mostly) and a good look at an interesting subject. However, the author seems not to trust his own subject, since he constantly moves away from the interesting part of the book (the story of how the strange market in imaginary goods works) in order to pad the book out with boring digressions on watching his daughter play, or even more boring half-baked essays on What It All Means (no surprise that the author is a contributor to Wired magazine.) Still, if you read the reporting parts, which are good, and skip over the self-indulgent, meandering attempts at philosophy, which are not, you'll learn a lot and enjoy yourself.
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24 of 27 people found the following review helpful:
5.0 out of 5 stars Fabulous Writing, July 14, 2006
By Reader (SPRINGFIELD, PA USA) - See all my reviews
Julian Dibbell's Play Money is a fantastic contribution to the literature on MMORPGs. Dibbell's My Tiny Life was the book that inspired Larry Lessig to get interested in cyberlaw. Play Money is like My Tiny Life in a fermented form -- a little more mature, a little more powerful, a lot more complicated.

It is set in a fiction that is currently owned by the Microsoft of the games world: Electronic Arts. Play Money starts with Dibbell magically blasting lizard men, then having himself blasted by a superior magician, who insults him on the poor quality of the items on his avatar's corpse and kills his horse out of spite. Then we're off to Tijuana, in search of virtual sweatshops. The lyricism and wit of My Tiny Life is there, but the bloom is off the virtual rose, so to speak, and real violence, theft, duplicity are lurking constantly below the surface of the fiction.

Why? Because it is a book about commerce, mostly, and a peculiar type of black market that Dibbell got to know rather well. Ultima Online's fanciful world of magicians, castles, and knights in armor is the home of very real economies that have emerged in virtual property. And from Dibbell's description, the main movement in the economy is fueled by software exploits and botting.

Dibbell has to struggle with the gears of this trade, because he's really captivated by the fiction, fascinated by the line created between play and work, and curious about the implications of virtual sweatshops for Marxist theory. He has a philosophical bent, but the path of virtual business leads inexorably to the sweatshops in Tijuana and their equivalents: he finds himself becoming ever more cozy with the hackers who engage in something with roughly the same ethical valance as ticket scalping.

What is most amazing about the book, I think, is that he manages to pull off this combination of fantasy, tawdriness, and philosophy with a true page-turner. The scope is huge, but the pace is brisk -- we're alternatively striking out into ludological theory, recounting the mafia-type threats of competing virtual economy hackers, praising the wifi at Flying J truckstops, and recounting how his avatar watered the plants on the roof of his castle in Britannia while his good friend Radny's tailoring scissors went snip-snip-snip downstairs. It's hard to keep track of where the fantasy in this book begins and ends. At a certain point, you start to wonder if it matters.

Play Money is worth reading just to learn about the details of the real-money trade. But it is Dibbell's wonderful knack for words and stories that makes the book sing.
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9 of 9 people found the following review helpful:
5.0 out of 5 stars Strange new worlds......, July 10, 2006
By Glenn Hendler "glenntwo" (New York, NY United States) - See all my reviews
(REAL NAME)   
At one level, "Play Money" is one person's story of getting immersed in a weird little subset of the online world. "Massively Multiplayer Online Role Playing Games" are basically really huge, really complicated, and apparently really engaging versions of Dungeons and Dragons. Dibbell provides a clear, fun, personal account of his experiences in these games, and tells the story of his attempts to make a real living selling virtual products that are much in demand in these online worlds.

But he's not just looking for gold here, real or virtual. He's after answers to big questions. What makes something valuable? What is a market? What is an economy? What kinds of abstractions are we exchanging when we buy a material object, or a service, or a ticket to a movie, and put it on a credit card? In a world where the price of something as simultaneously abstract and material as "pork belly futures" is announced on the radio (in the Midwest, at least), is it really all that odd to put up a virtual store in a fictional place called Brittania, where you sell virtual swords? Is that store any more fictional or real than e-Bay, or than the one Dibbell puts up outside the game world, where he charges real money for these imaginary items?

"Play Money" ponders these big questions, but it isn't all Marx and Baudrillard. It's a gripping and funny and sometimes even poignant story, told in a conversational style that's a breeze to read. Dibbell is a great guide through this world, for a newbie like me, because he stops to explain the way things work--the intricacies of the games, of course, but also the arcana of economics and the complexities of computer science--in ways that are clear without ever seeming dumbed down. I've never learned so much from such a page-turner.
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Most Recent Customer Reviews

3.0 out of 5 stars Fun for those in the know
I found the book very interesting because I am familiar with many of the people in the book. However, If you do not know what a mmorpg is, than perhaps this is not the book for... Read more
Published 4 months ago by Diana Dial

5.0 out of 5 stars Not just a bunch of smoke
You know those books that promise you untold wealth and secrets to make you rich? This isn't one of them, which makes it one of the best reads I've seen in a while. Read more
Published 17 months ago by Justin Draeger

5.0 out of 5 stars A Fascinating Look at Virtual Economies...
Play Money, [...] Amazon.com, is an enjoyable three hundred page softbound book from Indiana author Julian Dibbell. Read more
Published 23 months ago by sfarmer76

1.0 out of 5 stars Not worth it.
This is really just another blog-turned-book, with a little bit of filler. The title misrepresents the book - he didn't quit his day job and he didn't even hit his fairly modest... Read more
Published 23 months ago by Z. Sheffler

5.0 out of 5 stars Playing Video Games for MONEY -- REEL FUN!
What if you could spend your day playing video games and still make a fortune? Wll, now it's possible for the best of what is called the 'gold farmers' to play games and buy and... Read more
Published on April 23, 2007 by Joyce Schwarz

5.0 out of 5 stars Serious Play
I read this book because I had begun to hear about the world it describes and wanted to learn more. I was REALLY happy with my purchase! Read more
Published on March 5, 2007 by Michael Cole

2.0 out of 5 stars Pseudo-intellectual stuff ruins this book
I had high hopes for this book to be informative and fun but it turned out to be a disappointment. I am not sure if the author had to justify the scholastic grant he received for... Read more
Published on March 3, 2007 by VT

4.0 out of 5 stars Dibble Gets it Right - Both Play AND Money
My career is computing, and much of my free time and hobbies are taken up by the subject. So, perhaps predictably, I tend to enjoy reading literature about the topic. Read more
Published on January 24, 2007 by Joseph Pellerin

5.0 out of 5 stars A Great Economic Study for Gamers
I don't play video games but I do work in finance and I couldn't put the book down. For young people into gaming, it effectively explains supply and demand. Read more
Published on January 9, 2007 by Darla Kashian

4.0 out of 5 stars REVEALING HONEST PORTRAYAL OF MEN AT PLAY
THIS IS ONE OF SEVERAL GROUNDBREAKING WORKS THAT TREAT THE VIRTUAL WORLD OF GAMING WITH THE SERIOUSNESS THAT IT DESERVES. Read more
Published on January 9, 2007 by Edward S. Damota

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