Playing with the Future
(Page 2 of 2)
September / October 2006
Leif Utne Utne magazine
Play is not only necessary to developing the creative
problem-solving skills needed in the information economy, it may
actually be a key driver of it. Speaker Julian Dibbell suggested
that the open-source software movement, popularized in the media as
a kind of mass exercise in software programmers' altruism, is in
fact a product of play. Much like gearhead mechanics trick out
their cars, Dibbell argued, open-source programmers volunteer hours
of their time to coding out of a sense of good-natured competition,
a desire to solve puzzles by making the software work in new ways,
and the drive to win prestige among peers.
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Play as a productive activity is different from traditional work
in 'the sense that play is its own reward,' Dibbell told
Utne. But play also can bring a lucrative financial
reward, as Dibbell proved during a year he spent supporting himself
largely by trading virtual objects for cold hard cash. By selling
swords, armor, cloaks, and even a castle from the game Ultima
Online on eBay, Dibbell earned as much as $3,917 a month, an
experience he chronicles in his new book, Play Money
(Basic Books).
That kind of play-as-work isn't immune from exploitation.
Already, Dibbell said, sweatshop-like operations known as 'gold
farms' have appeared in China and Mexico, where legions of young
gamers are paid a pittance to spend hours online accumulating
experience points and virtual gold pieces for their employers. And
websites like TopCoder.com are using contests to entice
unpaid programmers to produce software code, which the company
sells for profit. Dibbell even envisions a somewhat frightening
future in which work previously left to skilled professionals-say,
analyzing X-rays-could be 'embedded' into video games and done by
joystick-wielding gamers with newly trained eyes.
Play, it seems, may be a positive source of innovation, but it
isn't all fun and games.
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