Online Virtual World, Role-Playing Games to Expand in 2009

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Imagine a world shaped by the evolution of online gaming, where people leave their homes only in emergencies and conduct the majority of their business and social interactions using digital representations of themselves, or avatars, in massively multi-player, online role-playing games (MMORPGs) and virtual worlds.

Science fiction author Neal Stephenson brought to life a fully immersive online world such as this in his 1992 novel, Snow Crash, and dubbed it the Metaverse. In Stephenson's vision of the digital evolution of humanity, an all-encompassing virtual world a lot like today's MMORPGs ceased to be a game at all, becoming the only reality worth living.

As businessmen who grew up on Pacman and Mario introduce millions of online gamers to the immersive worlds of Orcs and Night Elves, they also are making decisions that will help shape the future of the online media.

Though it was by no means the first commercially successful online role-playing game, Blizzard Entertainment's "World of Warcraft" has broken the MMORPG genre wide open, currently drawing more than 10 million players each month, most of whom pay a monthly fee of about $15.

Web entrepreneurs have set up sites where in-game currency from "World of Warcraft" and other MMORPG titles can be bought and sold, leading to a subculture of gamers who literally play games online for a living.

Online virtual worlds are now evolving past the stage of just-for-fun MMORPGs into tools to test new products, concepts and business models on the millions of individuals who spend huge portions of their days "jacked in."

Leading the charge of such online alternate realities is Linden Lab's "Second Life." Different than other online worlds, "Second Life" has no set objectives. Instead, the free-form virtual world emphasizes creativity, technical innovation and social interaction.

"Second Life" citizens use Linden Lab's tool kit to create digital representations of everything from luxury condos and functioning universities to strip clubs and brothels.

  • "World of Warcraft" has spearheaded a billion-dollar industry of online role-playing games.
  • Linden Lab's "Second Life" allows digital residents to own property as well as open businesses.
  • Online virtual worlds, as they become more familiar, are changing the face of social interaction.
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