Friday, September 21, 2007

Virtual Goods (?)

Noah Macinskas
Still a little shaky, but hoping this narrows some things down.

Step 1: Name your topic: "Something about Virtual Goods?"
I am trying to learn about (working on writing about studying). Virtual Goods

Step 2: Add a question
Because I want to find out who uses them and why they buy them.

Step 3: Motivate your question
In order to help my reader understand what Virtual Goods really are and why there is such a demand and business concerning them.

3 comments:

pweil said...

This is a good start, now you can go deeper. What is it about virtual goods that merits study? The obvious answer is that it reverses the normal notion of getting something for nothing; why are people willing to pay to get nothing for something? What is the nature of these goods, what gives them value? You might explore the context of the transaction: is it the deal the world the trade or a tangible benefit conferred by the putative "virtual" good? Or is it a sociological issue - are we so wealthy that we, in the so called first world, are bent on inventing new markets to spend our money? When does something cross the line from virtual to tangible? Computer code, after all, is a set of instructions, but there is a vast trade in it because it performs tangible results. Spend some time brainstorming -

Matt Lee said...

Perhaps the virtual good phenomenon is simply an outgrowth of our activities in the first world, for in any number of games, you will note the market being established for various items, whether through RMTs or not.

Another question may be who makes these virtual goods, and the motivations behind that.

Jennice said...

I just realized your topic's kind of correlate with mine: effective use of marketing and promotion strategies in virtual world. Maybe we can help out? :)