tag:blogger.com,1999:blog-67665345618968536452008-07-16T19:28:16.524-04:00Economics of Virtual WorldsDan Millernoreply@blogger.comBlogger42125tag:blogger.com,1999:blog-6766534561896853645.post-89219051773270352812008-06-23T14:02:00.003-04:002008-06-24T15:12:59.151-04:00Duranske on Virtual Law<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.abanet.org/abastore/index.cfm?section=main&amp;fm=Product.AddToCart&amp;pid=5450052"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp0.blogger.com/_Y34GkxwgiRM/SF_mcAQPpVI/AAAAAAAAAHg/_5EFoXs4apw/s320/Virtual_Law.jpg" alt="" id="BLOGGER_PHOTO_ID_5215140262297183570" border="0" /></a>Ben Duranske, the man behind the excellent site <a href="http://virtuallyblind.com/">Virtually Blind</a>, recently published a book on the state of the law in virtual worlds, titled, appropriately enough, <i style=""><a href="http://www.abanet.org/abastore/index.cfm?section=main&amp;fm=Product.AddToCart&amp;pid=5450052">Virtual Law</a></i>. The book is a valuable contribution and I commend it to anyone with an interest in the topic. <p class="MsoNormal">The book is a timely addition to the literature, as most legal questions confronting virtual worlds remain largely unresolved.<span style=""> </span>Ben does an admirable job of surveying the legal landscape and distilling the applicable statutes, case law, and legal doctrines into the most relevant principles for each area of law he covers.<span style=""> </span>That he does so without resorting to too much legalese makes <i style=""><a href="http://www.abanet.org/abastore/index.cfm?section=main&amp;fm=Product.AddToCart&amp;pid=5450052">Virtual Law</a></i> highly accessible, even to a non-lawyer like myself.<span style=""> </span>Although published by the <a href="http://www.abanet.org/">ABA</a>, Ben is clearly writing for a wider audience than just fellow members of the bar.<span style=""> </span></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">With Ben’s gracious permission, I have selected a few passages from his book which tackle particularly important issues in virtual law today. <!--[if !supportLineBreakNewLine]--> <!--[endif]--></p> <p class="MsoNormal"><b style="">Property Law<o:p></o:p></b></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Property rights are perhaps the thorniest legal question facing virtual worlds and the subject of the longest chapter in the book.<span style=""> </span>Duranske does a superlative job at setting up the issue and reaching reasonable conclusions.<span style=""> </span>His outline of the arguments for and against virtual property rights is extremely well assembled and easy to follow, incorporating the research of such scholars as <a href="http://www.law.indiana.edu/directory/jofairfi.asp">Joshua Fairfield</a> and <a href="http://www.mud.co.uk/richard/home.htm">Richard Bartle</a>.<span style=""> </span>His identification of misconceptions and faulty logic is well written, too.<span style=""> </span>Take, for instance, this passage in which Duranske neatly debunks users’ intuitive first take on virtual property:</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">We have an instinct that because the item has obvious value, it must be an item that can be owned.<span style=""> </span>The reality, however, is that the ability to sell something to someone else for money, while intuitively implying “ownership,” doesn’t establish anything at all from a legal perspective. <i style="">(p. 87)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Duranske’s overall assessment of the virtual property rights issue is that such rights will come in to being sooner or later, and that an important legal distinction should be maintained between play worlds (e.g., <a href="http://www.blizzard.com/">Blizzard Entertainment</a>’s <a href="http://www.worldofwarcraft.com/">World of Warcraft</a>) and non-play worlds (e.g., <a href="http://lindenlab.com/">Linden Lab</a>’s <a href="http://secondlife.com/">Second Life</a>):</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">This chapter will argue that the law needs to acknowledge and provide protection for virtual property, but that it must do so in a way that preserves virtual worlds and games as play spaces, at least to the extent that the developers desire their worlds to remain pure play spaces.<span style=""> </span>On one hand, many game and virtual world providers seek to avoid real-life implications in their social and play spaces.<span style=""> </span>Where providers take reasonable steps to draw a line between the real and the virtual, the world or game should be protected by the “magic circle” that protects other play spaces (from theme parks to family Monopoly games) from taking on inadvertent real-world implications.<span style=""> </span>On the other hand, it is both inevitable and desirable that some game and virtual world designers will seek to include real money trade (RMT) and offer a real cash economy (RCE) in their platforms.<span style=""> </span>Users of these platforms need the protection of virtual property law. <i style="">(p. 81)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">A sticking point for me is Duranske’s provision that “providers take reasonable steps” to qualify as a play space.<span style=""> </span>The question of what is “reasonable” is left unanswered.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Duranske also examines the important issue of the <a href="http://en.wikipedia.org/wiki/Software_license_agreement">End User License Agreement (EULA) and the Terms of Serve (TOS) agreement</a>.<span style=""> </span>Duranske recognizes that the central problem looming over these ubiquitous contracts is the absence of actual case law to back them up.<span style=""> </span>Lacking litigated judgments, it is hard to know the power of such agreements.<span style=""> </span>Duranske, however, believes that the courts will eventually uphold EULAs and TOS.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">From a <i style="">property law</i> perspective, there is no good reason to believe that these provisions will not generally be found to be enforceable… <i style="">(p. 89;</i> <i style="">emphasis in original)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Regarding legislation, Duranske believes that virtual property will come to exist, but warns against outside efforts to impose virtual property rights onto game spaces:</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">Any effort to legislate the existence of virtual property will – and should – be met by fierce resistance from the game design and user communities …. <i style="">Forced</i> commodification would ruin much of what is good about play spaces. <i style="">(p. 97; emphasis in original)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Tax Law</b><span style="color:blue;"><o:p></o:p></span></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Duranske’s chapter on tax law is a good starting point for analyzing the issue.<span style=""> </span>He leads off with an excellent summary of the problem:</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">It seems intuitive that when a player is enriched entirely within a game world, the increase in character strength and accumulation of gold and valuable weaponry should not be taxable, even though it does represent an investment of time, and time clearly has a certain amount of “value” to the player.<span style=""> </span>The wealth, so long as it remains within the magic circle of the game world, is pretend wealth.<span style=""> </span>It is not any different than the accumulation of pretend wealth while playing Monopoly in one’s home with one’s friends.</p> <p class="MsoNormal" style="margin-left: 0.5in;"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">However, unlike Monopoly dollars, currency, virtual goods, and skill increases in game worlds <i style="">do</i> have value outside the game world, precisely because they do represent an investment of time, or, from another perspective, an option not to invest a certain amount of time. <i style="">(p. 227-228; emphasis in original)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">While Duranske’s comparison is valid, I have to take issue with his underlying economic analysis.<span style=""> </span>Value is not a question of “an investment of time.”<span style=""> </span>After all, one could arguably “invest” an equal amount of time in playing Monopoly.<span style=""> </span>The real difference, that which makes virtual assets valuable, is the simple fact that people are willing to pay money for them.<span style=""> </span>The most basic way to value something is not what it costs to produce, but what another person will give you in exchange.<span style=""> </span>And when it comes to World of Warcraft gold vs. Monopoly money, the unavoidable fact is that people can and do pay significant sums of U.S. dollars for the Warcraft gold, but rarely will anyone fork over their cash for Monopoly money.<span style=""> </span>Of course, the main point – that virtual items have real value – remains unaltered, as are conclusions based on this point.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Duranske expands on the point he makes in the previous passage with a look at the issue of real-money trading (RMT).<span style=""> </span>In particular, he points out that the only real barrier are the ineffective <a href="http://en.wikipedia.org/wiki/Clickwrap">“click-through”</a> contracts that players routinely agree to without reading.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">The only thing prohibiting the sale of virtual goods from games and virtual worlds is a click-through agreement between the player and the game company – the practice is, of course, not prohibited by law.<span style=""> </span>And however much game companies may express a desire to prohibit RMT, prohibitions in End User License Agreements and Terms of Service are simply not effective. <i style="">(p. 228)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Duranske moves on to the heart of the tax question.<span style=""> </span>He starts by setting up the legal framework for conducting such an analysis, succinctly laying out the core elements necessary for examining the virtual world tax question:</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">All tax analysis starts with <i style="">Comm’r v. Glenshaw Glass Co</i>.<span style=""> </span>Under <i style="">Glenshaw Glass</i>, income is “any undeniable accession to wealth, which is clearly realized by the taxpayer, over which the taxpayer has complete dominion.”<span style=""> </span>The key terms from the decision are “accession to wealth,” “clearly realized,” and “complete dominion.”<span style=""> </span>In addition, the concept of “basis” must be understood. <i style="">(p. 232)</i></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">With this framework established, Duranske considers each of the four key terms he identified, providing the appropriate legal interpretation and significance.<span style=""> </span>Duranske then follows this legal analysis with the hypothetical “Wendy,” a participant of WoW and SL.<span style=""> </span>By running Wendy through a series of plausible scenarios, Duranske is able to draw out the legal analysis based on <i style=""><a href="http://caselaw.lp.findlaw.com/scripts/getcase.pl?court=us&amp;vol=348&amp;invol=426">Glenshaw Glass</a></i> and apply it to virtual worlds.<span style=""> </span>This approach is helpful in moving from abstract legal principles to meaningful application.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Duranske does a good job hitting the legal pressure points on taxation, but I personally found his analysis somewhat unsatisfying. Whether motivated by space considerations or a desire to avoid over-analyzing the question, Duranske appears to fall into the same trap as many commentators, namely only investigating the two extremes of Second Life and World of Warcraft. <span style=""> </span>While these two ends of the virtual world spectrum are certainly important, it is equally important, I believe, to consider the worlds that don’t neatly fit into these two categories, as well as the dynamic reaction that worlds will have in response to tax laws. (See my earlier, related post <a href="http://economicsofvirtualworlds.blogspot.com/2008/04/apples-oranges-or-shades-of-grey.htmlhttp:/economicsofvirtualworlds.blogspot.com/2008/04/apples-oranges-or-shades-of-grey.html">“Apples &amp; Oranges, or Shades of Grey?”</a>) In the discrete WoW/SL dichotomy that Duranske lays out, it is easy to see how WoW falls inside the magic circle while Second Life lies outside.<span style=""> </span>But what about, say, <a href="http://www.station.sony.com/">SOE</a>'s <a href="http://everquest2.station.sony.com/">Everquest II</a>, a seemingly pure game world in the model of WoW, but one that permits players to sell their characters via <a href="http://www.livegamer.com/">Live Gamer</a>.<span style=""> </span>Similarly, <a href="http://www.mindark.com/">MindArk</a>’s <a href="http://www.entropiauniverse.com/en/rich/5000.html">Entropia</a> and even <a href="http://www.ncsoft.com/">NCsoft</a>’s <a href="http://www.exteel.com/us/">Exteel</a> exhibit characteristics of both WoW and SL.<span style=""> </span>And how will publishers react once the tax rules are determined?<span style=""> </span>Will developers respond by altering facets of their worlds so as to avoid taxes?<span style=""> </span>What if developers want elements of both play and RMT spaces – is there any middle ground?<span style=""> </span>I don’t necessarily have the answers to these questions myself, and I can hardly fault Duranske for not delving into every possibility.<span style=""> </span>Still, it would make for a good next step of the analysis.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Criminal Law<o:p></o:p></b></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">One aspect of <i style=""><a href="http://www.abanet.org/abastore/index.cfm?section=main&amp;fm=Product.AddToCart&amp;pid=5450052">Virtual Law</a></i> that generally serves the reader well is that Duranske does not easily get sidetracked into the minutia of the issues.<span style=""> </span>He drills down to the heart of the issue at hand and discards extraneous or unnecessary aspects of the large issue.<span style=""> </span>This focus is most evident in his chapter on criminal law.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Virtual crimes encompass a broad range of unsavory and/or unwanted activities.<span style=""> </span>Examples include virtual prostitution, gambling, money laundering, fraud, terrorist training simulations, and virtual child pornography.<span style=""> </span>Duranske addresses each of these generally and specifically (if only briefly), reaching the following rather simple overall assessment: </p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">The application of criminal law to virtual worlds is the most headline-friendly aspect of virtual law.…<span style=""> </span>These issues do not, however, raise many novel questions in virtual worlds.<span style=""> </span>Most actual crimes that occur in virtual worlds are financial crimes, and they can be addressed through simple application of existing criminal codes.<span style=""> </span>The laws regarding financial fraud, money laundering, data theft, and gambling have been updated to take into account Internet-based activity, so they already cover virtual worlds and games as written. <i style="">(p. 197)</i></p> <p class="MsoNormal"><b style=""><o:p> </o:p></b></p> <p class="MsoNormal"><b style="">Conclusion<o:p></o:p></b></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><i style=""><a href="http://www.abanet.org/abastore/index.cfm?section=main&amp;fm=Product.AddToCart&amp;pid=5450052">Virtual Law</a></i> is an undeniably valuable contribution to the literature and worth reading for those seeking an understanding of the legal issues facing virtual worlds.<span style=""> </span>Nothing I’ve read has done a better job at addressing all the myriad legal questions.<span style=""> </span>Indeed, because Duranske’s analysis comes in book form, he has the ability to address a far wider breadth of issues than law review articles and other studies.<span style=""> </span>As it is, I’ve only touched on a few of the many topics covered in <i style=""><a href="http://www.abanet.org/abastore/index.cfm?section=main&amp;fm=Product.AddToCart&amp;pid=5450052">Virtual Law</a></i>.<span style=""> </span>That’s a shame, because Duranske’s take on securities law, contract law, and privacy issues, to name a few, are worthy of discussion as well.<span style=""> </span>That being said, you’ll just have to get the book and read it yourself to get the full treatment.</p> <p class="MsoNormal"><o:p> </o:p></p>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-81896204885290237092008-06-18T17:02:00.004-04:002008-06-19T09:39:48.940-04:00Leeroy Jenkins!<p class="MsoNormal">I realize that this has absolutely nothing to do with the economics of virtual worlds, but I can’t help but love this video.<span style=""> </span>Yes, it’s been around a while, but every few months I see something about and I watch it again and it makes me laugh.</p><br /><object height="344" width="425"><param name="movie" value="http://www.youtube.com/v/sAooq7e0gg0&amp;hl=en"><embed src="http://www.youtube.com/v/sAooq7e0gg0&amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"></embed></object><br /><p class="MsoNormal">My favorite part: When Leeroy defensively proclaims "It's not my fault!" right after he causes everything to fall into the crapper.</p><p class="MsoNormal">For a little background on the video, the player, and its cultural significance, see the <a href="http://en.wikipedia.org/wiki/Leeroy_Jenkins">Wikipedia</a> page.<br /></p><span style=""></span>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-23224484574660089532008-05-21T17:44:00.010-04:002008-06-18T17:17:27.510-04:00Top 5 MMOGs?<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_Y34GkxwgiRM/SDSY-JIRaII/AAAAAAAAAHY/Rus_wEJnCuQ/s1600-h/top5.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp3.blogger.com/_Y34GkxwgiRM/SDSY-JIRaII/AAAAAAAAAHY/Rus_wEJnCuQ/s320/top5.jpg" alt="" id="BLOGGER_PHOTO_ID_5202951662889691266" border="0" /></a>The <a href="http://www.npd.com/">NPD Group</a> has come out with its estimate of the top 5 virtual gaming worlds, as reported by <a href="http://www.gamasutra.com/php-bin/news_index.php?story=18583">Gamasutra.com</a> and <a href="http://www.gamesindustry.biz/articles/online-subscriptions-exceed-1-billion-a-year-says-npd">GamesIndustry.biz</a>. NPD's list does not include the number of subscribers, so to put things in perspective I have added subscriber counts (in brackets) that I gathered from various sources on the web. <p class="MsoNormal"><b style=""><u>Q1 2008 – Top 5 MMOGs by Subscribers<o:p></o:p></u></b></p> <ol style="margin-top: 0in;" start="1" type="1"><li class="MsoNormal" style=""><i style=""><a href="http://www.blizzard.com/us/press/080122.html">World of Warcraft</a></i> [<a href="http://www.blizzard.com/us/press/080122.html">10 million</a> subscribers]</li><li class="MsoNormal" style=""><i style=""><a href="http://www.runescape.com/">RuneScape</a></i> [<a href="http://www.mmogchart.com/analysis-and-conclusions/">1.2 million</a> subscribers]</li><li class="MsoNormal" style=""><i style=""><a href="http://www.lotro.com/">Lord of the Rings Online</a></i> [<a href="http://business.timesonline.co.uk/tol/business/industry_sectors/media/article3285256.ece">1 million</a> subscribers]</li><li class="MsoNormal" style=""><i style=""><a href="http://www.playonline.com/ff11us/">Final Fantasy XI</a></i> [<a href="http://www.square-enix.com/jp/ir/e/data/ar/download/20070831en.pdf">500,000</a> subscribers]</li><li class="MsoNormal" style=""><i style=""><a href="http://www.cityofheroes.com/">City of Heroes (CoH)</a></i> [<a href="http://www.ncsoft.net/global/ir/overview.aspx">136,000</a> subscribers]</li></ol><o:p> </o:p>Overall, NPD estimated that there are approximately 11 million gaming subscribers per month in North America.<span style=""> </span>The subscriber data was gathered over a six month period (October 2007 and March 2008).<span style=""> </span>Unfortunately, NPD did not make public its estimates of individual subscriber counts, just the relative ranking.<span style=""> </span>However, we know from NCsoft’s <a href="http://www.ncsoft.net/global/ir/overview.aspx">financial reports</a> that <i style="">CoH</i> had 136,250 subscribers in the U.S. and Europe in December 2007.<br /><br />When paired with subscription estimates, NPD’s list seem particularly striking for being so stratified.<span style=""> </span>The drop-off of 9.9 million subscriptions between the #1 and #5 spots suggests a high degree of market concentration at the top, with many smaller players at the bottom.<span style=""> </span>Raph Kosters has a good <a href="http://www.raphkoster.com/2008/05/09/the-five-biggest-subscription-worlds/">post</a> on this large disparity.<br /><br />The public part of the release had two additional nuggets of information.<span style=""> </span>The first is demographic.<span style=""> </span>According to NPD spokeswoman Anita Frazier:<span style=""> </span> <p class="MsoNormal"><span style="font-style: italic;"><blockquote>While the majority of gaming website players are females over the age of 35, MMOG players are largely males under the age of 35.</blockquote></span> </p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">The first part of this statement is a bit surprising, as gamers are typically thought to be young males, not females over 35.<span style=""> </span>The second half is notable because the age figure is so high; this also implies that a large percent of MMOG players are over age 35.<span style=""> </span>[NPD’s list of the gaming websites with the most subscribers are: 1) <a href="http://www.pogo.com/">Pogo.com</a>; 2) <a href="http://www.realarcade.com/">Realarcade.com</a>; 3) <a href="http://www.bigfishgames.com/">Bigfishgames.com</a>; 4) <a href="http://www.gametap.com/">Gametap.com</a>; and 5) <a href="http://disney.go.com/index">Disney.com</a>.]<br />The second bit of information is financial.<span style=""> </span>Summing revenues from three categories – MMOs, casual games and consoles – yields more than $1 billion in annual revenue.<span style=""> </span>NPD obtained this estimate by first estimating monthly average revenue at $87.2 million for the time period surveyed, and then multiplying that estimate by 12.<o:p></o:p><br /></p><p class="MsoNormal">Although NPD’s list is interesting, it is not as revealing as it seems.<span style=""> </span>First, it seems likely that a number of MMOs have subscriber bases close to or larger than <i style="">CoH</i>’s.<span style=""> </span><i style=""><a href="http://www.clubpenguin.com/">Club Penguin</a></i> from Disney has roughly <a href="http://articles.latimes.com/2008/jan/28/business/fi-virtualdisney28">700,000 subscribers</a>.<span style=""> </span>CCP’s <i style=""><a href="http://www.eve-online.com/">EVE Online</a></i> reports having <a href="http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=542">220,000 subscribers</a> at the end of 2007.<span style=""> </span>NCsoft’s <i style=""><a href="http://www.lineage.com/nci/nci.html">Lineage I</a></i> &amp; <i style=""><a href="http://www.lineage2.com/">II</a></i> had <a href="http://www.ncsoft.net/global/ir/overview.aspx">2.1 million subscribers (86,000 in the U.S. and Europe</a>).<span style=""> </span>Sony Online Entertainment’s <i style=""><a href="http://eqlive.station.sony.com/">EverQuest I/II</a></i> have some <a href="http://www.nytimes.com/2007/06/11/business/worldbusiness/11sony.html?_r=1&amp;scp=4&amp;sq=Sony+SCHIESEL&amp;st=nyt&amp;oref=slogin">250,000 subscribers</a> and while <i style=""><a href="http://starwarsgalaxies.station.sony.com/">Star Wars Galaxies</a></i> is estimated to have some <a href="http://www.mmogchart.com/analysis-and-conclusions/">100,000 subscribers</a>.<span style=""> </span><a href="http://www.mmogchart.com/">MMOGchart.com</a> also estimates that <i style=""><a href="http://play.toontown.com/">Toontown Online</a></i> has <a href="http://www.mmogchart.com/analysis-and-conclusions/">100,000 subscribers</a> and <i style=""><a href="http://www.dofus.com/">Dofus</a></i> has <a href="http://www.mmogchart.com/analysis-and-conclusions/">450,000 world-wide</a>.<span style=""> </span>Certainly there are important definitional and geographic differences between these estimates and NPD’s list, but the point remains that from a global perspective NPD’s list only reports on a segment of the metaverse.<br /></p><p class="MsoNormal">NPD’s focus on subscribers also ignores the increasing use of microtransactions and/or <a href="http://www.massively.com/2007/12/27/the-great-rmt-debate/">RMT</a> as a revenue source.<span style=""> </span>I blogged about this trend in a recent post (“<a href="http://economicsofvirtualworlds.blogspot.com/2008/04/money-transactions-in-wow-and-ncsoft.html">Money Transactions in WoW and NCsoft</a>”), but see also the articles <a href="http://www.eldergame.com/2008/01/10/subscriptions-vs-microtransactions-game-updates/">here</a>, <a href="http://www.canada.com/vancouversun/news/business/story.html?id=df746753-7b00-4f1d-ae44-7af9cd25a3e3">here</a> and <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15416">here</a>.<span style=""> </span>Some of the most popular virtual worlds (and granted, they are not all MMOGs) do not require a subscription, including <i style=""><a href="http://www.guildwars.com/">Guild Wars</a></i> (<a href="http://www.ncsoft.net/global/ir/overview.aspx">5 million games sold</a>), <i style=""><a href="http://secondlife.com/">Second Life</a></i> (<a href="http://secondlife.com/whatis/economy_stats.php">600,000 users logging in during past 2 weeks</a>), <i style=""><a href="http://www.vmtv.com/">Virtual MTV</a></i> (<a href="http://www.there.com/pr_vpmr.html">600,000 registered accounts</a>), <i style=""><a href="http://knightonlineworld.gamersfirst.com/">Knight Online</a></i> (<a href="http://k2.gamespress.com/release.asp?i=19">4 million registered users</a>), and <i style=""><a href="http://www.habbo.com/">Habbo</a> </i>(<a href="http://www.habbo.com/">7 million unique visits per month</a>).<span style=""> </span>Sony Online Entertainment has been at the forefront of this shift toward use of microtransactions and RMT, implementing such capabilities into <i style="">EverQuest II</i> and the forthcoming <i style=""><a href="http://theagency.station.sony.com/">The Agency</a></i>.<span style=""> </span>NCsoft’s <i style=""><a href="http://www.exteel.com/us/">Exteel</a></i>, SOE’s upcoming <i style="">Free Realms</i>, <i style=""><a href="http://globalmuonline.gamersfirst.com/">MU Online</a> </i>from<i style=""> </i>K2, and Nexon’s <i style=""><a href="http://www.maplestory.com/">MapleStory</a></i> (with<span style=""> </span><a href="http://www.worldsinmotion.biz/2007/07/nexons_maple_story_comes_to_eu.php">67 million registered users</a>) are all free-to-play, making their profitability especially reliant on microtransactions/RMT (see <a href="http://kotaku.com/390505/soes-agency-free-realms-to-support-real-money-trading">here</a> and <a href="http://www.massively.com/2008/01/30/k2-network-launches-free-mmo-portal-powered-by-microtransactions/">here</a>). </p> <p class="MsoNormal"><span style=""> </span></p> <p class="MsoNormal"> </p>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-17475742398473108082008-05-16T11:50:00.008-04:002008-05-16T12:13:57.183-04:00Research Conference in World of Warcraft<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.danmiller.org/virtualworlds/WoW_conference_Pic1_5-10-08.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 298px; height: 208px;" src="http://bp0.blogger.com/_Y34GkxwgiRM/SC2vEYc8ZBI/AAAAAAAAAGw/oFi0DamfCoI/s320/WoWScrnShot_051008_124157.jpg" alt="" id="BLOGGER_PHOTO_ID_5201005634500977682" border="0" /></a>I had the pleasure of attending Saturday’s session of last weekend’s “<a href="http://mysite.verizon.net/wsbainbridge/convergence.htm">Convergence of the Real and the Virtual</a>,” a conference that took place inside World of Warcraft.<span style=""> </span>Attendees had to be on the Earthen Ring server and have a <a href="http://www.wowwiki.com/Faction#Main_factions">Horde</a> character.<span style=""> </span>The locations varied by day, but on Saturday the session took place in the sewers of the <a href="http://www.wowwiki.com/Undercity">Undercity</a>.<span style=""><br /><br /></span><div style="text-align: left;">I’ve attached some photos of session discussion (click to enlarge) that I took as well as a group photo (<a href="http://convergentsystems.pbwiki.com/Screenshots%20and%20Videos">courtesy of Joanna Robinson</a>) taken during the expedition to Booty Bay.<o:p></o:p>The conference consisted of a research discussion followed by an expedition to different parts of the world. The expeditions were designed to highlight some of the more spectacular views and locations in WoW. The topics for each day were as follows:<br /><br /><a href="http://convergentsystems.pbwiki.com/Session%201">Session 1: Research and World of Warcraft</a> (May 9)<br /><a href="http://convergentsystems.pbwiki.com/Session+2">Session 2: Relationships between WoW and the "Real World"</a> (May 10)<br /><a href="http://convergentsystems.pbwiki.com/Session+3">Session 3: The Future of Virtual Worlds</a> (May 11)<br /><br />Detail on the activities and discussions can be found on the <a href="http://convergentsystems.pbwiki.com/">conference</a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_Y34GkxwgiRM/SC2xCoc8ZEI/AAAAAAAAAHI/1rW4HiInjNU/s1600-h/WoW+conference+3b+--+group+shot.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp1.blogger.com/_Y34GkxwgiRM/SC2xCoc8ZEI/AAAAAAAAAHI/1rW4HiInjNU/s320/WoW+conference+3b+--+group+shot.jpg" alt="" id="BLOGGER_PHOTO_ID_5201007803459462210" border="0" /></a><a href="http://convergentsystems.pbwiki.com/"> wiki</a>, including screenshots and video footage.<span style=""> </span>Additional information on the conference is available from <a href="http://www.virtualworldsnews.com/2008/05/first-scientifi.html">Virtual Worlds News</a> and <i style=""><a href="http://www.sciencemag.org/cgi/content/full/320/5874/312b">Science</a></i>.<span style=""> </span></div> <p class="MsoNormal">I found the session I attended to be interesting and insightful.<span style=""> </span>I’ve posted the <a href="http://www.danmiller.org/virtualworlds/WoW_conference_ChatLog_5-10-08.txt">chat log</a> from Saturday’s session for those interested.<span style=""> </span><a href="http://weblogs.swarthmore.edu/burke/?page_id=81">Tim Burke</a>, a history professor at Swarthmore, made the following observation about the research value of virtual worlds:</p> <blockquote>My first angle of approach with virtual worlds is always to treat them as "accidental social simulations". They're richer and more complex than any model in normal social science.<span style=""> </span>But they're simple enough to study in ways the world at large cannot be…<span style=""> </span>Models in social science are predictable. Scholars can make them do what scholars want them to do. Virtual worlds aren't predictable: they have all the organic character of human society….So that's my answer to whether research in World of Warcraft is useful for understanding the real world. Of course it is. (and vice-versa).<span style=""> </span>Yes, with very firm limits, but yes nevertheless.<span style=""> </span></blockquote><span style=""> </span> <p class="MsoNormal">It was also kind of exciting to be conducting a research-oriented discussion inside WoW, especially<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.danmiller.org/virtualworlds/WoW_conference_Pic2_5-10-08.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 295px; height: 207px;" src="http://bp1.blogger.com/_Y34GkxwgiRM/SC2wEoc8ZCI/AAAAAAAAAG4/v0KiecPBHhU/s320/WoWScrnShot_051008_133902.jpg" alt="" id="BLOGGER_PHOTO_ID_5201006738307572770" border="0" /></a> seeing all the other participants’ avatars ranging from Undead warriors to Tauren shaman Blood Elf thieves.<span style=""> </span>The expedition was also an enjoyable group excursion.<span style=""> </span>The underwater reefs off of Booty Bay were particularly neat to see (until, that is, I strayed too far from the group and was killed by a murloc).</p> <p style="text-align: left;" class="MsoNormal">Beyond the benefit of the session discussion itself, I left the conference with a couple important impressions.<span style=""> </span>It seems desirable to see serious applications of MMOGs.<span style=""> </span>In the real world, the most popular places for conferences are Tampa, San Diego, Atlanta and New Orleans.<span style=""> </span>They are not places like Duluth, MN in January, or Odessa, TX in August.<span style=""> </span>No slight to those cities, but people want the location of their conferences to be fun and exciting.<span style=""> </span>The same goes for virtual conferences.<span style=""> </span>If you are going to have a conference in a virtual world, why not hold it in a MMOG, where you can hand out goodie bags and participants can make friends for adventuring as well as research?<span style=""> </span>In addition, to put a slightly different spin on the same point, it seems evident that such serious applications of MMOGs are inevitable.<span style=""> </span>After all, as the most profitable sector of the virtual world market, MMOG<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.danmiller.org/virtualworlds/WoW_conference_Pic3_5-10-08.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 305px; height: 214px;" src="http://bp0.blogger.com/_Y34GkxwgiRM/SC2wdYc8ZDI/AAAAAAAAAHA/aSlq6alJC_g/s320/WoWScrnShot_051008_143122.jpg" alt="" id="BLOGGER_PHOTO_ID_5201007163509335090" border="0" /></a>s are more likely to produce technologically advanced worlds that attract serious applications.<span style=""> </span>These impressions simply reinforce the points discussed in my earlier post, “<a href="http://economicsofvirtualworlds.blogspot.com/2008/04/apples-oranges-or-shades-of-grey.html">Apples &amp; Oranges, or Shades of Grey</a>?”.</p> <p class="MsoNormal"><o:p></o:p>The conference was organized by <a href="http://mysite.verizon.net/wsbainbridge/">Bill Bainbridge</a> and <a href="http://www.johnbohannon.org/">John Bohannon</a>.<span style=""> </span>Bainbridge is currently affiliated with the <a href="http://socialcomplexity.gmu.edu/">Center for Social Complexity</a> at George Mason University and is Co-Director of <a href="http://www.nsf.gov/funding/pgm_summ.jsp?pims_id=500051">Human-Centered Computing at the National Science Foundation</a>, while Bohannon is author of the <a href="http://www.sciencemag.org/sciext/gonzoscientist/">Gonzo Scientist column</a> in the AAAS journal <i style="">Science</i>.</p>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-69379420116970719902008-05-06T12:28:00.002-04:002008-05-06T12:39:07.842-04:00Virtual Worlds & Pop Culture<p class="MsoNormal"><a href="http://www.ren-reynolds.com/">Ren Reynolds</a> has an <a href="http://terranova.blogs.com/terra_nova/2008/05/i-gamer.html">interesting post</a> up at <a href="http://terranova.blogs.com/terra_nova/">Terra Nova</a> about the mainstreaming of gaming and, indirectly, virtual worlds.<span style=""> </span>That got me to think on the number of times virtual worlds had permeated plot lines of major TV shows.<span style=""> </span>Although this list is likely not exhaustive, virtual worlds have made a central storyline for such popular prime-time shows as:<span style="color:black;"></span></p><ul><li><b style=""><i style="">CSI: NY</i></b>, “<a href="http://www.cbs.com/primetime/csi_ny/recaps/405/">Down the Rabbit Hole</a>” airing 10/24/2007 on CBS</li><li><b style=""><i style="">Law &amp; Order: Special Victims Unit</i></b>, “<a href="http://www.nbc.com/Law_&amp;_Order:_Special_Victims_Unit/episodes/season9/9004/avatar_03.shtml#recap">Avatar</a>” airing 10/2/2007 on NBC</li><li><b style=""><i style="">The Simpsons</i></b>, “<a href="http://www.thesimpsons.com/episode_guide/1817.htm">Marge Gamer</a>” airing 4/22/2007 on Fox</li><li><b style=""><i style="">Numb3rs</i></b>, “<a href="http://www.cbs.com/primetime/numb3rs/recaps/407/">Primacy</a>” airing 11/9/2007 on CBS; </li><li><b style=""><i style="">The Office</i></b>, “<a href="http://www.nbc.com/The_Office/episodes/season4/4009/local_ad_05.shtml#recap">Local Ad</a>” airing 10/25/2007 on Fox</li><li>And of course the infamous (and a personal favorite)<span style="color:black;"> <a href="http://www.wowinsider.com/2007/09/09/make-love-not-warcraft-wins-emmy/">Emmy-winning episode</a> </span>of<span style="color:black;"> </span><b style=""><i style="">South Park</i></b>, “<a href="http://www.southparkstudios.com/guide/1008/">Make Love, Not Warcraft</a>” airing 10/4/2006 on Comedy Central.</li></ul> <p class="MsoNormal">I am not sure if I would really count it, but <b style=""><i style="">The Daily Show</i></b> also had a <a href="http://www.thedailyshow.com/video/index.jhtml?videoId=165604&amp;title=avatar-heroes">“news” story/paraody</a> about the Congressional hearings, airing 4/7/2008 on Comedy Central.<br /></p><p class="MsoNormal"></p>I may be missing some shows or episodes, so feel free to rectify my oversight with a comment or an <a href="mailto:dan_miller@jec.senate.gov">email</a> to me and I will update the list.<span style=""><br /></span>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-34602555947507807412008-04-30T10:49:00.006-04:002008-05-02T10:47:56.141-04:00Apples & Oranges, or Shades of Grey?<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_Y34GkxwgiRM/SBiLMY5YIRI/AAAAAAAAAGg/V5rLE3WnyrE/s1600-h/iStock_000001751141XSmall.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 220px; height: 147px;" src="http://bp3.blogger.com/_Y34GkxwgiRM/SBiLMY5YIRI/AAAAAAAAAGg/V5rLE3WnyrE/s320/iStock_000001751141XSmall.jpg" alt="" id="BLOGGER_PHOTO_ID_5195055215129665810" border="0" /></a>In <a href="http://terranova.blogs.com/terra_nova/2008/02/consensus.html">a post on Terra Nova</a>, <a href="http://www.mud.co.uk/richard/home.htm">Richard Bartle</a> articulates what seems to be the consensus on a key point regarding the legal treatment of virtual worlds: <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">it seems fairly clear now that game-like worlds (such as [<i style="">World of Warcraft</i>]) are a different kind of animal to non-game worlds (such as [<i style="">Second Life</i>])</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><a href="http://www.law.indiana.edu/directory/llederma.asp">Leandra Lederman</a>, of the <a href="http://www.law.indiana.edu/index.shtml">Indiana University </a><a href="http://www.law.indiana.edu/index.shtml">Law School</a>, echoes this sentiment in her recent <a href="http://www.law.nyu.edu/journals/lawreview/issues/vol82/no6/index.html">article in the <i style="">NYU Law Review</i></a>, in which she advocates different taxing rules for different virtual worlds.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="margin-left: 0.5in;">The Article concludes that transactions in game worlds, such as WoW, should not be taxed unless the player engages in a real-market trade (a cash-out rule)... that in intentionally commodified virtual worlds, such as Second Life, federal income tax law and policy counsel that in-world sales of virtual items be taxed regardless of whether the participant ever cashes out. (p. 1625)</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">While this distinction may seem obvious to gamers and virtual world aficionados, I personally do not think the issue quite as clear cut.<span style=""> </span>Take the tax treatment of a virtual world like <i style=""><a href="http://www.worldofwarcraft.com/">World of Warcraft</a></i> (WoW) versus <i style=""><a href="http://secondlife.com/">Second Life</a></i> (SL). According to the consensus, because WoW is a closed system that explicitly prohibits real money trading (RMT), and SL is an open system that explicitly permits RMT, then the two worlds should therefore be treated differently. But it is no secret that despite Blizzard’s RMT ban, robust commercial activity in gold farming and power-leveling persists. Yet if a WoW player manages to sell his character, gold or items for US$, few would dispute that he has real-world (and hence taxable) income.<span style=""> </span>Conversely, consider an SL resident, participating solely for personal entertainment, who sells her home for a profit but keeps the gains in-world.<span style=""> </span>Should she be taxed on that easily-measured gain despite the fact that earning real world money was not her objective? Applying the dichotomy above dictates that we substitute the virtual world’s attitude toward RMT for the individual’s actual attitude. (That outcome seems to not make any sense, like judging guilt or innocence by what neighborhood you live in.) Of course, the intent of the taxpayer is irrelevant to the taxability of her SL income. And the fact that WoW’s EULA prohibits such commercial activity is also irrelevant (<a href="http://en.wikipedia.org/wiki/Al_Capone">Al Capone’s was first big conviction came on tax evasion</a>, not the legality of the income).<span style=""> </span>The point is that it is hard to differentiate between similar actions on dissimilar worlds.<span style=""> </span>Moreover, if one were to make that distinction, you could not base it on intent or legality, as both factors are completely irrelevant when it comes to defining taxation income.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">The distinction between WoW and SL may seem obvious, but basing conclusions on the dichotomy of these two worlds is misleading.<span style=""> </span>According to Lederman and others, this is the state of virtual worlds:</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal" style="text-align: center;" align="center"><!--[if gte vml 1]><v:shapetype id="_x0000_t75" coordsize="21600,21600" spt="75" preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f"> <v:stroke joinstyle="miter"> <v:formulas> <v:f eqn="if lineDrawn pixelLineWidth 0"> <v:f eqn="sum @0 1 0"> <v:f eqn="sum 0 0 @1"> <v:f eqn="prod @2 1 2"> <v:f eqn="prod @3 21600 pixelWidth"> <v:f eqn="prod @3 21600 pixelHeight"> <v:f eqn="sum @0 0 1"> <v:f eqn="prod @6 1 2"> <v:f eqn="prod @7 21600 pixelWidth"> <v:f eqn="sum @8 21600 0"> <v:f eqn="prod @7 21600 pixelHeight"> <v:f eqn="sum @10 21600 0"> </v:formulas> <v:path extrusionok="f" gradientshapeok="t" connecttype="rect"> <o:lock ext="edit" aspectratio="t"> </v:shapetype><v:shape id="_x0000_i1025" type="#_x0000_t75" style="'width:295.5pt;"> <v:imagedata src="file:///C:\DOCUME~1\DM52223\LOCALS~1\Temp\msohtml1\01\clip_image001.png" title=""> </v:shape><![endif]--><!--[if !vml]--><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_Y34GkxwgiRM/SBiI345YIQI/AAAAAAAAAGY/ubl2bCaYcII/s1600-h/worlds+--+side+by+side.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp1.blogger.com/_Y34GkxwgiRM/SBiI345YIQI/AAAAAAAAAGY/ubl2bCaYcII/s400/worlds+--+side+by+side.jpg" alt="" id="BLOGGER_PHOTO_ID_5195052663919091970" border="0" /></a><!--[endif]--></p> <p class="MsoNormal">If you only consider two extremes, you miss worlds that fall in between.<span style=""> </span>By my last count there were around 200 virtual worlds. <span style=""> </span>If WoW and SL capture the essence of two ends of the spectrum, then what of worlds that don't neatly fit into this black and white dichotomy?<span style=""> </span>Take, for instance, <i style=""><a href="http://everquest2.station.sony.com/">EverQuest 2</a></i> and the <i style=""><a href="http://www.entropiauniverse.com/index.var">Entropia Universe</a></i>.<span style=""> </span><i style="">Everquest</i> is a straight-up, regular MMORPG, quite similar in most regards to WoW.<span style=""> </span>However, <a href="http://www.station.sony.com/sonyonline/">Sony Online Entertainment</a> has <a href="https://exchange.livegamer.com/eqii/">a sanctioned RMT portal</a> hosted by <a href="http://www.livegamer.com/">Live Gamer</a>.<span style=""> </span>Through this portal, players on select servers can sell their <i style="">Everquest</i> characters and gold for US$.<span style=""> </span>So although <i style="">Everquest</i> is not intended to be a commercial world, in practice players can use it as such.<span style=""> </span>Now consider <i style="">Entropia</i>, a virtual world similar in most aspects to <i style="">Second Life</i>: residents can open businesses, make money, and exchange Entropia’s currency, the PED, for U.S. dollars, making it easy to withdraw profits from the world.<span style=""> </span>Yet <i style="">Entropia</i> also features <a href="http://www.entropiauniverse.com/en/rich/5035.html">a deep back-story</a>: an alien planet colonized by humans in the distant future.<span style=""> </span>There are gaming elements as well, that go far beyond just a social network like <i style="">Second Life</i>, such as <a href="http://www.entropiauniverse.com/en/rich/5202.html">searching for valuable items in the environment</a>, collecting resources and <a href="http://www.entropiauniverse.com/en/rich/5232.html">developing the skills of your avatar</a>.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">The point is that there is no dichotomy, only a spectrum of degrees of commercialization.<span style=""> </span>Conclusions which rest on the assumption of dichotomy are very tenuous because virtual world operators will respond to tax incentives.<span style=""> </span>If tax rules are set based on the dichotomy suggested by Lederman, VWs will simply re-orient their worlds and change their rules so they can be classified as a game world.<span style=""> </span>There’s no escaping the flexibility of technology.</p><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_Y34GkxwgiRM/SBiMO45YISI/AAAAAAAAAGo/dYkoAfJnKVw/s1600-h/worlds+--+degree.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp1.blogger.com/_Y34GkxwgiRM/SBiMO45YISI/AAAAAAAAAGo/dYkoAfJnKVw/s400/worlds+--+degree.jpg" alt="" id="BLOGGER_PHOTO_ID_5195056357590966562" border="0" /></a><p class="MsoNormal">Returning to the tax question, should the IRS issue a separate ruling for each world, declaring in-world income as either taxable or not taxable? <span style=""> </span>Such a course does not seem feasible administratively. Perhaps the better course is to follow the money – the exchange of in-world currency or items for U.S. dollars may be the appropriate trigger for taxability. </p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Let me be clear: I am not arguing for one treatment or another, and I am certainly not advocating taxing virtual worlds. I am merely asking questions. In addition, I am simply posing my own personal opinion, and would welcome any comments, criticism, questions, etc.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Of course, the tax question is but one aspect of legal treatment of virtual worlds. But the resolution of tax issues could well have an impact on other legal aspects.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Remember too that the likely end-point for many of these questions won't necessarily be a well-informed policy-maker, or even the legislature. Many of the relevant disputes will likely be resolved by judges or unsigned letter rulings from the IRS.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Before I close out this post, let me share with you a comment expressed by a well-respected expert in virtual worlds.<span style=""> </span><a href="http://ondrejka-resume.blogspot.com/">Cory Ondrejka</a>, former CTO at <a href="http://lindenlab.com/">Linden Lab</a>, <a href="http://ondrejka.blogspot.com/2008/04/futures.html">posted the following</a> to his <a href="http://ondrejka.blogspot.com/">blog</a>:</p> <p class="BlockQuotation"></p><blockquote>Attempts to strongly separate “play” and “work” virtual worlds will stunt the growth of both. <span style=""> </span>Communities that play together work together better. <span style=""> </span>And vice versa. <span style=""> </span>While different applications will need to find proper balance between play and work, being able to do both at a distance is a big part of why virtual worlds are so interesting.</blockquote><p></p> <p class="MsoNormal">Cory’s point, I believe, is that in the future virtual worlds will explicitly attempt to incorporate both gaming elements and commercial uses.<span style=""> </span>If this holds (and it seems to me to be more likely than not), then the whole dichotomous approach breaks down.</p>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-79360388186245276382008-04-23T12:02:00.005-04:002008-04-23T15:50:02.010-04:00On the Lighter Side...<span style="">Since my recent posts have been a bit heavy on serious policy and legal questions, I thou</span><span style="">ght I’d post a link to <a href="http://www.gocomics.com/foxtrot/2008/04/13/">a recent Foxtrot comic </a>that just happens to be right on target.<span style=""> </span>Enjoy!<br /><br /></span><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gocomics.com/foxtrot/2008/04/13/"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_Y34GkxwgiRM/SA9dzo5YIOI/AAAAAAAAAGI/SFQmQ3iZT9s/s320/Foxtrot+4-13-08.gif" alt="" id="BLOGGER_PHOTO_ID_5192472037114257634" border="0" /></a>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-68665772652405112732008-04-21T11:41:00.009-04:002008-04-21T12:15:56.442-04:00Sweden to Tax Virtual Income<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.sweden.se/"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 184px; height: 115px;" src="http://bp1.blogger.com/_Y34GkxwgiRM/SAy8mfk2G1I/AAAAAAAAAF4/wW7z3zyN0yA/s320/Flag_of_Sweden.jpg" alt="" id="BLOGGER_PHOTO_ID_5191731839948430162" border="0" /></a><o:p></o:p>A <a href="http://virtual-economy.org/blog/sweden_moves_to_tax_in_game_tr">post</a> on <a href="http://virtual-economy.org/">Virtual Economy Research Network (VERN)</a> by <a href="http://www-old.hiit.fi/u/vlehdonv/">Vili Lehdonvirta</a> notes that the Swedish Tax Agency (<i style="">“Skatteverket”</i>) recently issued a statement/ruling entitled “Virtual worlds — value-added tax” (<a href="http://skatteverket.se/rattsinformation/stallningstaganden/2008/stallningstaganden2008/2008041013119697108111.5.3a7aab801183dd6bfd3800017115.html">original post</a>).<span style=""> </span>According to VERN, the statement signals the adoption of the idea that <a href="http://virtual-economy.org/blog/sweden_moves_to_tax_in_game_tr">“in-game transactions may incur liability for both value-added tax as well as income tax under Swedish law.”</a><span style=""> </span>According to VERN’s translation: <p class="BlockQuotation"><o:p></o:p></p><blockquote>Transactions between participants in a virtual world, where the deal is about the sale of a “product” or a “service” against reimbursement in an internal currency, should be considered, according to the Swedish Tax Agency’s ruling, [actual] sales of electronic services, <b style=""><u>if the internal currency can be exchange</u></b><b style=""><u>d to a valid legal </u></b><b style=""><u>means of payment</u>.</b> If the internal currency cannot be exchanged to money, the transactions should not be considered [actual] sales. <i style="">(emphasi</i><i style="">s added)</i></blockquote> <p class="MsoNormal"><o:p></o:p>The VERN post correctly notes a critical question regarding this rule: do unsanctioned, secondary markets for virtual world currencies satisfy the Skatteverket’s<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://skatteverket.se/2.18e1b10334ebe8bc80000.html"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 301px; height: 64px;" src="http://bp3.blogger.com/_Y34GkxwgiRM/SAy8c_k2G0I/AAAAAAAAAFw/m71iLm6FmTI/s320/skatteverket2.jpg" alt="" id="BLOGGER_PHOTO_ID_5191731676739672898" border="0" /></a> requirement that “the internal currency can be exchanged to a valid legal means of payment”?</p> <p class="MsoNormal"><o:p></o:p>Note also what is absent:<span style=""> </span>There is no requirement that the internal currency actually be converted to real world currency for a tax to be due.<span style=""> </span>A U.S. analogy might be the taxation of <i style="">unrealized</i> capitol gains.</p> <p class="MsoNormal"><o:p></o:p>Just as important, the ruling makes clear that in-world transactions, be they in <i style=""><a href="http://secondlife.com/">Second Life</a></i> or <i style=""><a href="http://www.worldofwarcraft.com/">World of Warcraft</a></i>, are potentially taxable.<span style=""> </span>Game world or alternate reality … there is no difference in the eyes of Swedish tax law.<span style=""> </span>The statement goes on to talk about individuals engaged in professional trade, an activity that many would agree should be subject to taxation.<span style=""> </span>But even then gamers are not exempt from being classified as professionals:</p> <blockquote>The Agency also finds that a participant who, without carrying on a trade, independently and with certain permanence sells electronic services for more than 30 000 Swedish kronor [about US$5,000], is carrying out an activity that is professional…</blockquote> <p class="MsoNormal">The significance of this is that even if a player is only engages in virtual trades for entertainment purposes, if the real-world value of those trades exceeds a certain threshold, Sweden’s value-added tax is due.</p> <p class="MsoNormal">One additional point worth noting: </p> <blockquote>A sale has taken place in Sweden if the seller is a Swedish trader who sells electronic services to … a private person in Sweden or another EC [European Community] country. A sale from a foreign trader to a Swedish trader has also taken place in Sweden. The same applies if a trader from outside the EC sells services to Swedish private persons.</blockquote> <p class="MsoNormal">Thus, even U.S. citizens are subject to Swedish taxes in virtual worlds, as long as one of the participants is Swedish.<span style=""> </span>The implication is that if similar tax rules are adopted around the globe, U.S. citizens could end up owing taxes to Sweden, Japan, South Korea, and other nations (depending on which and how many worlds they are part of) – all because they played some games.</p><p class="MsoNormal">The VERN post itself recognizes the difficulty in setting clear tax rules for virtual worlds:</p> <blockquote>If you categorically rule that transactions inside virtual worlds are outside the scope of tax law, you are creating a tax evasion channel for companies and individuals. … On the other hand, if you rule that all in-game transactions are treated like real trade under the law, you end up with a crazy situation where Swedish World of Warcraft enchanters may have to add value-added tax to the price of their services.</blockquote> <p class="MsoNormal"><a href="http://www.mindark.com/">MindArk</a>, the Swedish-based firm behind <i style=""><a href="http://www.entropiauniverse.com/index.var">Entropia</a></i>, has reacted str<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.mindark.com/"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 271px; height: 76px;" src="http://bp0.blogger.com/_Y34GkxwgiRM/SAy7mPk2GyI/AAAAAAAAAFc/oY3FMxZjPz0/s320/mindark_logo_grey.jpg" alt="" id="BLOGGER_PHOTO_ID_5191730736141835042" border="0" /></a>ongly to this announcement. In an interview on <a href="http://www.realtid.se/">Realtid</a>, MindArk CEO Jan Welter Timkrans said (according to <a href="http://www.entropiaforum.com/forums/general-economy-discussion/109188-mindark-answers-skatteverket.html">this translation</a>):</p> <blockquote>Skatteverket states that gamers should send invoices to each other. <span style=""> </span>It’s unreasonable stuff they’re talking about. The users don’t know who they’re interacting with.</blockquote><p></p> <p class="MsoNormal"><o:p></o:p>Timkrans also notes the difficulty posed by the anonymity of the users as well as international issue.<span style=""> </span>Timkrans favorably observes that the U.S. Congress has taken a more reasoned approach thus far: “They have chosen not to make as rash statements as Skatteverket.”<o:p></o:p></p><p class="MsoNormal"><o:p></o:p>According to MindArk, the number of Entropia users who generate enough in-world income to be affected by the ruling is small.<span style=""> </span>This led MindArk Director of Special Projects John Bates to expand on one drawback of the Skatteverket<i style="">'s </i>announcement in a comment to <a href="http://www.virtualworldsnews.com/">Virtual Worlds News</a>:</p> <p class="BlockQuotation"></p><blockquote>Hopefully they’ll listen to the feedback from this announcement.<span style=""> </span>I am happy to pay taxes, as I really love the US and I am clear that I get a lot of value from living here. <span style=""> </span>I believe MindArk feels the same way about Sweden. <span style=""> </span>I think the taxman has to be careful not to kill the golden goose, though. <span style=""> </span>I think it’s a good idea to let the gosling grow up and figure out how to get as many golden eggs as possible, instead of one unsatisfying meal of baby goose.</blockquote><p></p> <p class="MsoNormal">I am sure that MindArk is just the first firm the take notice of the Skatteverket ruling.<span style=""> </span>Other firms, and millions of their users, will likely have similar reactions, particularly if other nations begin to replicate Sweden’s tax expansion.</p> <p class="MsoNormal"><span style="font-size:85%;">Note: The above translations of the Skatteverket<i style=""> </i>ruling<i style=""> </i>are courtesy of <a href="http://www-old.hiit.fi/u/vlehdonv/">Vili Lehdonvirta</a> of the <a href="http://virtual-economy.org/">Virtual Economy Research Network</a>.<span style=""> </span>The translated quotes of Timkrans are from <a href="http://www.entropiaforum.com/forums/">Entropia Forum</a>.<span style=""> </span>The actual Skatteverket<i style=""> </i>ruling, in Swedish, can be found <a href="http://skatteverket.se/rattsinformation/stallningstaganden/2008/stallningstaganden2008/2008041013119697108111.5.3a7aab801183dd6bfd3800017115.html">here</a>.</span></p>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-22563494061546689542008-04-18T13:08:00.007-04:002008-04-23T15:48:44.804-04:00Money Transactions in WoW and NCsoftTwo giants in the MMO world have taken steps toward sanctioning the flow of U.S. dollars into their games.<span style=""> </span>First, <a href="http://www.blizzard.com/">Blizzard Entertainment</a> is currently hosting in <i style="">World of Warcraft</i> an Arena-based series of global tournaments hosted on special servers.<span style=""> </span>In this Arena Tournament, players pay $2<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_Y34GkxwgiRM/SAjsRr0va8I/AAAAAAAAAEw/RULKBk1eSIg/s1600-h/world-of-warcraft.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp3.blogger.com/_Y34GkxwgiRM/SAjsRr0va8I/AAAAAAAAAEw/RULKBk1eSIg/s200/world-of-warcraft.jpg" alt="" id="BLOGGER_PHOTO_ID_5190658359110364098" border="0" /></a>0 to participate and in return get <a href="http://www.blizzard.com/us/press/080214.html">“to instantly create level-70 [the maximum level attai</a><a href="http://www.blizzard.com/us/press/080214.html">nable] characters with epic equipment”</a> and unlimited gold.<span style=""> </span>These newly-created characters will be<a href="http://www.worldofwarcraft.com/pvp/tournament/faq.xml"> unable to explore or transfer to regular <i style="">WoW</i> realms</a> that that host the vast majority of players.<span style=""> </span>Thus, these new level 70 avatars are purely a limited creation and presumably expire with the end of the tournament in <a href="http://www.worldofwarcraft.com/pvp/tournament/legal.xml">October</a>.<span style=""> </span>Nonetheless, the tournament is significant as it marks the first time Blizzard has embraced a money-for-advancement exchange.<span style=""> </span>What is interesting is how Blizzard spins this project in their <a href="http://www.blizzard.com/us/press/080214.html">press release</a>: <blockquote>The tournaments will take place on special realms that allow competitors to instantly create level-70 characters with epic equipment, <span style="font-weight: bold;">placing the focus on tactics and execution rather than normal adventuring.</span> </blockquote><o:p></o:p> <p class="MsoNormal"><o:p></o:p></p><blockquote>“eSports is one of the most exciting facets of online gaming today,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. <b style="">“We’re pleased to expand World of Warcraft’s tournament options for players who want to focus mainly on the competitive aspect of the game.” </b><i style="">(emphasis added)</i></blockquote><o:p></o:p> <p class="MsoNormal"><o:p></o:p>Here Blizzard tacitly recognizes the validity of players’ preference to bypass the often-interminable grind required to level up to 70 in order to get to the “competitive aspect of the game.”<span style=""> </span>That seems, to me at least, to be a meaningful concession.<span style=""> </span>One of the most common arguments against <a href="http://en.wikipedia.org/wiki/Virtual_economy">RMT</a>s is that they detract from the essence of the game, namely investing time in questing and exploring the world.<span style=""> </span>This statement, it seems, appears to weaken the argument against RMTs.<o:p></o:p></p> <p class="MsoNormal"><o:p></o:p>Granted, players are not transferring money into or out of the game.<span style=""> </span>And this move could very well be a one-time event, never to be replicated or expanded in the future.<span style=""> </span>However, it is also possible that executives at Blizzard will sense a market demand for RMT.<span style=""> </span>There are a significant number of players who want to engage in RMT.<span style=""> </span>Perhaps, at some point, Blizzard might even consider setting up special servers where RMT is permitted.<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_Y34GkxwgiRM/SAjs570va9I/AAAAAAAAAE4/5RLDtgSf_1k/s1600-h/guld+wars+PE.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 242px; height: 111px;" src="http://bp0.blogger.com/_Y34GkxwgiRM/SAjs570va9I/AAAAAAAAAE4/5RLDtgSf_1k/s200/guld+wars+PE.jpg" alt="" id="BLOGGER_PHOTO_ID_5190659050600098770" border="0" /></a><o:p></o:p></p> <p class="MsoNormal"><o:p></o:p>A second and more significant development is that <a href="http://www.ncsoft.com/global/">NCsoft</a> has introduced a virtual currency called <a href="http://www.ncsoft.net/global/board/view.aspx?BID=mc_press&amp;BC=&amp;SYear=&amp;SType=&amp;SWord=&amp;PNo=1&amp;BNo=125">NCcoin</a>.<span style=""> </span>NCcoin’s micro-transaction system <a href="http://www.ncsoft.net/global/board/view.aspx?BID=mc_press&amp;BC=&amp;SYear=&amp;SType=&amp;SWord=&amp;PNo=1&amp;BNo=125">“will allow customers to use real-w</a><a href="http://www.ncsoft.net/global/board/view.aspx?BID=mc_press&amp;BC=&amp;SYear=&amp;SType=&amp;SWord=&amp;PNo=1&amp;BNo=125">orld money to purchase in-game items and upgrades.”</a><span style=""> </span>In this system, one U.S. dollar is equal to 100 NCcoin.<span style=""> </span>Currently, NCcoin is only available in <i style=""><a href="http://www.exteel.com/">Exteel</a></i>, a third-person shooter released in 2007 in which players control giant customized mechs called Mechanaughts.<span style=""> </span>However, NCsoft promises to have NCcoin <a href="http://www.ncsoft.net/global/board/view.aspx?BID=mc_press&amp;BC=&amp;SYear=&amp;SType=&amp;SWord=&amp;PNo=1&amp;BNo=125">“incorporated globally into many of NCsoft’s existing and upcoming games.”</a><o:p></o:p></p> <p class="BlockQuotation"><o:p></o:p>As with Blizzard, the most interesting aspect of this move is how the company spins its decision.<span style=""> </span>However, while Blizzard has taken the strongest stand against RMTs among MMO operators, NCsoft by comparison appears to be more flexible:<o:p></o:p></p><blockquote>“<b style="">NCsoft’s goal is to bring more and more people into the online gaming market, and part of achieving that goal is to continue to diversify how customers can pay and play,</b>” said Chris Chung, NCsoft North America’s president. “This system will offer our customers much greater flexibility and convenience in paying for content. Micro-transactions are a growing part of the online gaming industry and NCcoin will allow us to support micro-transaction based games efficiently, allowing developers and players to quickly enjoy the benefits of those systems. We will soon be rolling out more contents that leverage the flexibility of NCcoin.” <i style="">(emphasis added)</i></blockquote><i style=""></i><p></p> <p class="MsoNormal"><o:p></o:p>NCsoft appears to recognize that they are in the business of meeting customers’ demands.<span style=""> </span>There is no disputing that some, perhaps many, MMORPG players would like the option to at least be able to transfer cash into their games currency (even if outflows are still banned).<span style=""> </span>Many, if not most, MMORPG players are either neutral toward or oppose RMT.<span style=""> </span>NCsoft’s statements above appear to suggest that they are looking for ways to satisfy both types of gamers.</p> An interesting scenario could arise in which NCsoft incorporates NCcoin into <span style="font-style: italic;">Guild Wars</span>, giving MMORPG players a choice between the two biggest adult-oriented MMORPGs: <span style="font-style: italic;">Guild Wars</span> with RMT versus <span style="font-style: italic;">World of Warcraft</span> with no RMT. Consumers, it is said, vote with their feet and such a situation would give those <span style="font-style: italic;">WoW</span> players who favor RMTs an easy place to emigrate to.<br /><br /><span style="font-weight: bold;"><span style="font-style: italic;">Update 4/23/08:</span> </span>NCsoft has announced that the NCcoin system will not be incorporated into current games, such as <span style="font-style: italic;">Guild Wars</span>. As <a href="http://www.massively.com/2008/04/21/guild-wars-wont-use-ncsofts-microtransaction-system/">reported on Massively</a>:<br /><blockquote>NCcoin will not be retrofitted in games that have business models that do not work with a micro-transaction system. We will, however, work to have NCcoin incorporated in as many of our games as possible. What role NCcoin will play in our future console offerings is yet to be determined.</blockquote>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-88911907143637275602008-04-11T15:25:00.002-04:002008-04-11T15:37:22.944-04:00WoW Hits 1 Million Concurrent Users in ChinaInteresting milestone was announced today by <a href="http://www.blizzard.com/">Blizzard</a>. As <a href="http://www.macworld.com/article/132956/2008/04/wowchina.html?t=109">reported by MacWorld.com</a> and <a href="http://www.corp.the9.com/news/2008/news_080411.htm">The9</a>, <a href="http://www.worldofwarcraft.com/">World of Warcraft</a> recently exceeded 1 million concurrent users in China. WoW operates somewhat differently in China. There, Blizzard contracts out the provision of the game to <a href="http://www.corp.the9.com/">The9</a>, and players can pay by time spent in-game not by a flat monthly rate like in the U.S. WoW China is almost like a completely separate and independent MMORPG.<br /><br />The footnote here is that these players aren't truly interconnected, as they are dispersed across hundreds or thousands of separate shards (servers). It will truly be amazing when a world can claim to have a million concurrent users all linked together, like the way <a href="http://www.entropiauniverse.com/">Entropia</a> or <a href="http://www.eve-online.com/">EVE</a> work.Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-35287425098307935932008-04-01T12:46:00.003-04:002008-04-01T13:05:12.613-04:00Congressional Hearing Wrap-Up<p class="MsoNormal">Just a quick follow-up on the hearing today on virtual worlds (see <a href="http://economicsofvirtualworlds.blogspot.com/2008/03/congressional-hearing-on-virtual-worlds.html">yesterday’s post</a> for additional details).<span style=""> </span>Overall, I thought it was a good hearing.<span style=""> </span>Members of the Committee asked intelligent and pertinent questions, and the witnesses did a fine job in their testimony.<span style=""> Members in attendance seemed to have a good familiarity with <a href="http://secondlife.com/">Second Life</a> and an understanding of the potential applications and benefits of virtual worlds.</span></p><p class="MsoNormal"><span style="">In terms of questions asked of the witnesses, </span><a href="http://www.house.gov/harman/">Rep. Jane Harman</a> (D-CA) asked about the use of virtual worlds by terrorists and “virtual jihad.”<span style=""> </span><a href="http://www.house.gov/stearns/">Rep. Cliff Stearns</a> (R-FL), the ranking Republican Member, asked some tough and pointed questions, including about why Rosedale was stepping down as CEO even as Second Life was enjoying such strong growth.<span style=""> </span>Stearns also pressed Rosedale about child predators, and what specific safeguards Linden Lab has to keep such adults out of <a href="http://teen.secondlife.com/">Teen Second Life</a>.<span style=""> </span><a href="http://www.house.gov/stupak/">Rep. Bart Stupak</a> (D-MI) also asked about safeguards for children.<span style=""> </span>Both Stupak and Stearns inquired about the concern that some people could become addicted to virtual worlds and whether Second Life limits time spent in-world.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">Here are scanned pdf copies (located on a different server) of the prepared testimony of each of the witnesses.<span style=""> </span>Although most Members who were present had opening statements, I was only able to get a copy of Stearns’.</p> <ul><li><a href="http://www.danmiller.org/Stearns_Statement.pdf">Rep. Stearns Opening Statement</a></li><li>Prepared Testimony: <a href="http://www.danmiller.org/Rosedale_Testimony.pdf">Philip Rosedale, Linden Lab</a></li><li>Prepared Testimony: <a href="http://www.danmiller.org/Parris_Testimony.pdf">Colin Parris, IBM</a></li><li>Prepared Testimony: <a href="http://www.danmiller.org/Tenby_Testimony.pdf">Susan Tenby, TechSoup</a></li><li>Prepared Testimony: <a href="http://www.danmiller.org/Johnson_Testimony.pdf">Larry Johnson, New Media Consortium</a></li></ul> <p class="MsoNormal"><o:p> These are the prepared testimonies of the witnesses. There is obviously a Q&amp;A exchange that takes place as well that is not captured in these documents.<br /></o:p></p> <span style=";font-family:&quot;;font-size:12;" ></span>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-37488726511762591742008-03-31T11:36:00.005-04:002008-03-31T12:17:59.209-04:00Congressional Hearing on Virtual Worlds<p class="MsoNormal">There will be a hearing on virtual worlds on <a href="http://energycommerce.house.gov/membios/schedule.shtml">Tuesday, April 1 </a><a href="http://energycommerce.house.gov/membios/schedule.shtml">at 9:30 a.m.</a> (no, this isn’t a joke). <span style=""> </span>The topic of the hearing is <span style="font-weight: bold;">“Online Virtual Worlds: Applications and Avatars in a User-Generated Medium”</span> and it will be chaired by U.S. Representative <a href="http://markey.house.gov/">Ed Markey (D-Mass.)</a>. <span style=""> </span>There will be a webcast online (see <a href="http://energycommerce.house.gov/membios/schedule.shtml">here</a>).<span style=""> </span>The hearing is being held by the <a href="http://energycommerce.house.gov/Subcommittees/telint.shtml">Telecommunications &amp; the Internet Subcommittee</a> (of which Markey is chairman), which is one of six subcommittees under the powerful <a href="http://energycommerce.house.gov/index.shtml">Energy &amp; Commerce Committee</a>.<span style=""> </span>This will be the first Congressional hearing on virtual worlds.<br /></p><p class="MsoNormal">The hearing has been described to me as primarily an effort to exhibit the features and applications of virtual worlds, as well as to introduce the concepts behind virtual worlds to Members of Congress not yet familiar with them. The hearing will focus specifically on <a href="http://secondlife.com/"><span style="font-style: italic;">Second Life</span></a>.<br /></p><br />There are four witnesses scheduled:<br /><br /><ol><li><a href="http://lindenlab.com/about/management#rosedale"><span style="font-weight: bold;">Philip Rosedale</span></a>, Founder and CEO of <a href="http://lindenlab.com/">Linden Lab</a>, the company that owns and runs Second Life.</li><li><span style="font-weight: bold;">Colin Parris</span>, vice president for digital convergence at IBM Research (as well as a <a href="http://www.virtualworlds2007.com/speakers/colinjparris.html">keynote speaker</a> at Virtual Worlds 2007), will discuss IBM's efforts in and use of Second Life, such as <a href="http://www-03.ibm.com/press/us/en/pressrelease/22428.wss">here </a>and <a href="http://domino.research.ibm.com/comm/pr.nsf/pages/news.20070416_virtualworlds.html?Open&amp;printable">here</a>.<br /></li><li><span style="font-weight: bold;">Susan Tenby</span>, Online Community Manager for <a href="http://www.techsoup.org/">TechSoup</a>, will explore the potential of Second Life for nonprofits and charities.</li><li><span style="font-weight: bold;">Larry Johnson</span>, CEO of the <a href="http://www.nmc.org/">New Media Consortium</a>, will address educational opportunities in Second Life.</li></ol><p class="MsoNormal"><br /></p>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-67544171933754962482008-03-26T13:51:00.007-04:002008-03-26T14:08:15.191-04:00Virtual Worlds Conferences Next Week<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.virtualworlds2008.com/index.html"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 269px; height: 115px;" src="http://bp2.blogger.com/_Y34GkxwgiRM/R-qOuFn6OfI/AAAAAAAAAEc/j8ud9bn_8No/s320/virtual+worlds+2008.gif" alt="" id="BLOGGER_PHOTO_ID_5182111243677874674" border="0" /></a>Next week are the <a href="http://www.virtualworlds2008.com/index.html">Virtual Worlds Conference</a> and <a href="http://www.virtuallawconference.com/">Virtual Law Conference</a>, held in New York City. The two conferences are hosted by the same organization and run concurrently, so I expect to attend sessions in each. They run April 3 and 4 at the Jacob Javits Center. By the latest count, there will be 950 attendees and 519 companies represented. I will be there, as will a great many people with academic and business interests. The <a href="http://www.virtualworlds2007.com/spring/">2007 conference</a> was an informative event, and I expect this year’s to be more so. Here is the <a href="http://www.virtuallawconference.com/schedule/index.html">unified schedule</a> for the conferences.<br /><br />I will be speaking on the panel <a href="http://www.virtualworlds2008.com/schedule/virtual_law.html">“Legal Issues in Virtual Property” on Thursday, April 3, 4:00 - 5:00 pm</a>. I’m not sure how a non-lawyer ended up on that particular panel, but it will be good so be sure to check it out.Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-25066626464462137492008-02-28T13:48:00.003-05:002008-02-28T14:11:41.770-05:00MTV Busts a Move<a href="http://www.virtualworldsnews.com/2008/02/mtv-creates-vp.html">Virtual World News</a> offers this tidbit: MTV has named Christina Glorioso to be VP of sales and marketing partnerships for program enterprises. This is a newly created position whose duties include "maximizing opportunities for the various projects developed under the program enterprises group, including virtual worlds, 'Rock Band' and other videogames" (via <a href="http://www.billboard.biz/bbbiz/content_display/industry/e3i9bc8e6a8d007f62711c53dee2ad6190d">Billboard</a>). In other words, part of her duties will be to promote the MTV brand in virtual worlds, presumably by purchasing ad space and sponsoring virtual events. It wouldn't surprise me if she were also to sell ad space in the gamut of virtual worlds run by MTV Networks.<br /><br />This is an interesting development, as it is another piece of evidence that shows that corporate America takes the profit potential of virtual worlds seriously. Granted, the user base for virtual worlds is pretty similar to the target audience for MTV. Still, someone is thinking that enough eyeballs pass through virtual worlds to warrant a new VP position.<br /><br />It will be interesting to see which, if any, other corporations follow MTV's path. There are certainly a number of Fortune 1000 firms that would seem to benefit from more aggressive marketing in virtual worlds.Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-47114304347287692822008-02-22T16:40:00.009-05:002008-02-27T16:54:19.336-05:00L00t Chase<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_Y34GkxwgiRM/R79B2cvdZiI/AAAAAAAAAEQ/czY4AZGxU0s/s1600-h/dollar2.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp3.blogger.com/_Y34GkxwgiRM/R79B2cvdZiI/AAAAAAAAAEQ/czY4AZGxU0s/s320/dollar2.jpg" alt="" id="BLOGGER_PHOTO_ID_5169923300928611874" border="0" /></a> <p class="MsoNormal"></p>Black market sales of virtual world items have been the bane of many MMORPGs, particularly <a href="http://www.worldofwarcraft.com/">World of Warcraft</a>. A report on a session at the <a href="http://www.gdconf.com/">Game Developers Conference 2008</a> <a href="http://multiplayerblog.mtv.com/2008/02/21/love-it-or-leave-it-player-to-player-virtual-item-sales-go-legit-gdc-2008/">posted at MTV Multiplayer by Tracey John</a> offers some fresh perspectives on the practice. The session, entitled “Learning to Love Virtual Item Sales,” featured Andy Schneider of <a href="http://livegamer.com/">Live Gamer</a> and Steve Goldstein of <a href="http://www.google.com/aclk?sa=L&amp;ai=Barn2FkO_R9qsMIOmefe57JcGs4fvM9u_jbYDk_-zIvD9OQgAEAEYASC_4LADOAFQ156ihgdgyYajh9SjgBDIAQHIAp-5mgHZA3HTbrOXLcED4AMQ&amp;q=http://cust034.pool001.bidcenter.inceptor.com/91451958/pingo/Google%3Fsource%3Dsearch%26creative%3D783886643%26keyword%3Dpingo&amp;sig=AGiWqtxPxsHOm1AHCrPl80FcHazfG_oR3A">Ping0</a>. John reports the following from the session:<br /><blockquote>for games that don’t offer real-money transactions, like “World of Warcraft” for example, websites like <a href="http://www.ige.com/">IGE</a> and <a href="http://www.itembay.ca/">ItemBay</a> have transformed illicit virtual item sales into a billion-dollar business— over $1.8 billion according to analysts’ estimates given in the session— and game publishers aren’t getting a cent.</blockquote>The key point here is that there exists a huge profit opportunity, one which is currently being exploited by the black market. And as much as game companies may be committed to staying true to their opposition to the commercialization of games (well, beyond the fact that they charge $15/mo to play), the fact remains that game companies want to maximize profit. Leaving money on the table for sites like IGE to take does not make economic sense.<br /><br />In addition to hurting revenues, black market trading increases support costs. According to John’s post, Schneider noted that before Sony’s <a href="http://stationexchange.station.sony.com/">Station Exchange</a>, 40% of customer service was due to “virtual item sales resolution.” Since Station Exchange went live, such costs have fallen 30%.<br /><br />It is true that many gamers are vehemently opposed dollar-for-gold or similar exchanges. Yet some sound reasons in favor of such sales have been put forward, such as to help a newcomer catch up to his high-level friends or to aid a time-constrained player reach new content. One solution to this dilemma is for game operators to designate some worlds as open to real-world exchanges. Operators already do this for PvP and PvE already, so this would simply allow some players to opt to play in an environment where they could participate in a sanctioned auction site, such as Sony’s Station Exchange/Live Gamer operation.<br /><br />I expect that economics will trump other considerations. Even the hardcore purists might come to embrace an arrangement like one described above – the players who currently (or want to) engage in black-market trading would tend to migrate to Station Exchange-type worlds, leaving the purists in a, well, more purist world.<br /><br />(Note: Sony <a href="http://blog.wired.com/games/2008/02/live-gamer-to-r.html">recently announced </a>that Live Gamer would take over the role now played by Station Exchange.)<br /><br /><FONT COLOR="#FF0000">Update: For another account of this Worlds in Motion session, see <a href="http://www.virtualworldsnews.com/2008/02/liveblogging-13.html">this post</a> on <a href="http://www.virtualworldsnews.com/">Virtual Worlds News</a>.<br /></FONT>Dan Millernoreply@blogger.comtag:blogger.com,1999:blog-6766534561896853645.post-28314647658771566932008-02-01T10:35:00.001-05:002008-02-01T11:21:59.507-05:00WoW Growth<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_Y34GkxwgiRM/R6NGUFPaNsI/AAAAAAAAAEI/k2KNmAXx_uo/s1600-h/WoW.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp3.blogger.com/_Y34GkxwgiRM/R6NGUFPaNsI/AAAAAAAAAEI/k2KNmAXx_uo/s320/WoW.jpg" alt="" id="BLOGGER_PHOTO_ID_5162046908714858178" border="0" /></a><span style=""><a href="http://www.blizzard.com/">Blizzard</a> recently trumpeted hitting the <a href="http://www.blizzard.com/press/080122.shtml">10 million subscriber mark</a> for <a href="http://www.worldofwarcraft.com/">World of Warcraft</a>, a milestone which helped push <a href="http://www.gamespot.com/news/6185347.html?tag=latestnews;title;1">Blizzard's revenue for 2007 to a record high $1.2 billion</a>.</span><br /><span style=""><a href="http://www.blizzard.com/"></a>However, WoW does not release detailed subscriber information (like <a href="http://blog.secondlife.com/2008/01/17/second-life-economy-posts-solid-growth-in-q4/">Linden Lab does for Second Life</a>).<span style=""> </span>Instead, <a href="http://www.blizzard.com/">Blizzard</a> periodically puts out press releases announcing a new milestone in the WoW subscriber base.<span style=""> </span>Fortunately, it is possible to take these irregular press releases and compile a rough timeline of the growth in WoW subscribers (thanks to the <a href="http://www.archive.org/index.php">Wayback Machine</a>).<span style=""> </span>The graph above (click on it for a larger version) displays such information from WoW’s inception in November 2004 to January 2008.<span style=""> </span>I’m also including a table of data that includes some sparse geographic detail.<br /><br /></span> <table class="MsoNormalTable" style="border: medium none ; width: 222.75pt; margin-left: 4.65pt; border-collapse: collapse;" border="1" cellpadding="0" cellspacing="0" width="297"> <tbody><tr style="height: 12.75pt;"> <td style="border: 1pt solid white; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;"><o:p> </o:p></span></b></p><br /></td> <td style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">Global<o:p></o:p></span></b></p> </td> <td style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">North<o:p></o:p></span></b></p> </td> <td style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;"><o:p> </o:p></span></b></p><br /></td> <td colspan="2" style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 46.7pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">Asia<o:p></o:p></span></b></p> </td> </tr> <tr style="height: 13.5pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 13.5pt;" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;"> <o:p></o:p></span></b></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 13.5pt;" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">Total<o:p></o:p></span></b></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 13.5pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">America<o:p></o:p></span></b></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 13.5pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">Europe<o:p></o:p></span></b></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 13.5pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">Total<o:p></o:p></span></b></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 13.5pt;" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><b><span style="font-size:10;">China<o:p></o:p></span></b></p> </td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38314" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">11/23/04<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">0.0<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38362" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">1/10/05<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">0.6<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38428" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">3/17/05<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">1.5<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">0.8<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">0.5<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38517" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">6/14/05<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">2.0<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38553" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">7/20/05<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">3.5<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">1.5<o:p></o:p></span></p> </td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38593" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">8/29/05<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">4.0<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">1.0<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 33.6pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="45"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 13.1pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="17"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> </tr> <tr style="height: 12.75pt;"> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 46.4pt; height: 12.75pt;" num="38653" nowrap="nowrap" valign="bottom" width="62"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">10/28/05<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 39.7pt; height: 12.75pt;" num="" nowrap="nowrap" valign="bottom" width="53"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;">4.5<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 47.45pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="63"> <p class="MsoNormal" style="text-align: center;" align="center"><span style="font-size:10;"> <o:p></o:p></span></p><br /></td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 42.5pt; height: 12.75pt;" nowrap="nowrap" valign="bottom" width="57"> <p class="MsoNormal" style="text-align: center;" align="center"><span