A Different World
by Chris WarrenAll of this may just be a precursor of what's to come. Reuben
Steiger, CEO and cofounder of the company Millions of Us, which
helps businesses understand virtual worlds and take advantage of
their possibilities (an indication in itself that the real and
virtual economies are becoming increasingly intertwined), envisions
auto companies actually letting users of virtual worlds design
cars. "They'll have a competition, and the one that is most popular
will be a
concept car and go into production, hypothetically," he
says. "I think it ties into the whole cultural zeitgeist of the
wisdom of crowds and the ability to use distributive systems to do
things that even the smartest individuals can't do."
While Castronova can see plenty of ways that the virtual and
real-world economies intersect, he's far from convinced that
companies have much of a clue about how to operate in places like
Entropia and Second Life. Even advertising and raising brand
awareness, probably the most doable ventures thus far, can be done
in a way that is strongly rejected by virtual-world participants. A
hard sell is just asking for trouble because, as Castronova points
out, people in virtual worlds have complete control over
everything, including the advertising message you might be trying
to send. "I think few businesspeople understand how empowered users
feel themselves to be. They tolerate nothing - nothing - that they
don't choose themselves," he says. "Think about the era of TV. It
was possible to send an image into the living room and control it.
And what is happening with virtual worlds is the image is coming
right off the TV and the people are holding on to it, and they can
toss it around and jump up and down on it."
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