There's an interesting
back-and-forth discussion over at Terra Nova on the subject of gameplay and labour; as the boundaries between work and
play become blurred, what are the issues and where will the trend lead?
Unless you're a pro gamer
or gold farmer,
playing games is unlikely to net you any real-world salary, and yet many of us log into MMOs to continue our "daily grind
". A serious commitment to World of Warcraft
example, can leave one with a raid schedule more gruelling than a day job. The boundary blurs elsewhere, too, when you
carry out a complicated task in-game that you couldn't do in real life.
The difference is that by playing a
game, you have control over what you do, rather than relinquishing the reins to an employer. Perhaps this will lead to
higher self-employment and entrepreneurship amongst gamers--certainly worlds like Second Life
let you work
in-game for real cash. A warning, though--once the game becomes a job, the roles may reverse, leaving real life as the