Jason Ainsworth plays the online game Second Life at least four hours a day. In the game, he runs a virtual real-estate development business. But his aftertax profit -- about US$1,800 a month -- is real, and it's enough to pay the mortgage on his home in Las Vegas.
For many people, what are known as massively multiplayer online games have become significant sources of income.
Web sites have sprung up that allow players to use real currency to buy items -- like weapons or real estate -- that they may want or need for the games.
Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players worldwide in virtual environments that continue to exist whether or not any particular person is playing at the moment. The virtual broadsword you found in the dragon's cave (or that dream house you built) before logging off on Tuesday will be right there on Wednesday.
Acquiring those items, however, requires work. In Ultima Online, it can take weeks to amass enough virtual gold to buy a superior weapon. It can take just as long to earn enough "simoleans," the virtual currency of The Sims Online -- the online version of Electronic Arts' best-selling role-playing games -- to buy and furnish a house.
But not everyone cares to spend time toiling in pursuit of game money. This provides an opportunity for people like Ainsworth. A thriving market has sprung up in which players spend real-world cash to buy game currency or desirable items from other players. Transactions take place on eBay or on sites like gamingopenmarket.com or www.ige.com. Payments are made by using PayPal and other online services. Players then log into the game and transfer the virtual goods or currency.
Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay.
"I started hearing about players leaving the game who were selling their assets," he said, "so I figured, buy low, sell high."
But Ainsworth found his moneymaking options in The Sims "very limited"; he switched to Second Life, a virtual world that is less a game than a three-dimensional environment in which players can do whatever they choose. There, he has leveraged his real-life experience -- he is a developer and contractor -- into an online business. In 14 locations in Second Life's virtual world, he owns enough "land" to rent space to nearly 50 retailers, who in turn earn virtual money selling everything from jewelry to clothing to art (all nonexistent, of course). Ainsworth converts his game profits into real money on sites like eBay, Ige and gamingopenmarket, which charge a small fee, and he includes that income on his tax returns.
Earnings can be considerable. Ailin Graef, who goes by the screen name Anshe Chung in Second Life, said she was on track to earn about US$100,000 in real money in her first year in the game's real-estate business.
Hundreds of people who play Second Life make a profit on it, said Philip Rosedale, chief executive and founder of Linden Lab, the game's developer. The value of the average player's transactions, if converted to real money, is more than US$1,000 a year and has been growing by nearly 25 percent a month, Rosedale said.
Who buys this stuff? One Second Life resident, who asked to be identified only by her screen name, Diamond Hope, said she spent US$10 to US$15 a month on clothing and other accessories in Second Life, but would spend more if she could afford it. "With all the things you can buy in Second Life," she said, "it's hard not to want them, just like real-life stuff."
In the open-ended environment of Second Life, players are provided with a host of powerful tools that can be used to design and market all manner of virtual goods and services. But there is money to be made even in games that provide a standard set of artifacts that must be earned in long hours in front of a screen.
John Chapman, 28, of Canton, Michigan, earned about US$25,000 a year for the 3 1/2 years in which trading in Ultima Online artifacts was his only source of income.
"I wasn't getting rich, but I wouldn't even call it work," he said in an e-mail interview. "It doesn't get any better than getting paid to play games."
Marcus Eikenberry, of Portland, Oregon, who turned his passion for Ultima Online into MarkeeDragon.com, an online broker of the game's goods, said hard-to-find items like castles could fetch up to US$500 at the top of the market.
But virtual merchants must often track the same vagaries found in real-world economics. Since Electronic Arts, the publisher of Ultima Online, made it easier for players to create castles, their value has fallen. And as new games like World of Warcraft draw users, Ultima Online is becoming "a dying market," Eikenberry said.
And players must be wary of fraud.
"When a reputation can be changed as simply as opening a new account, it's very difficult to build an honor system," Ainsworth said.
While most game companies do not encourage the buying and selling of virtual goods, none have found a way to stop it, and most simply ignore it. Many players dislike the practice, saying that it gives those with more money an unfair advantage. But game companies are beginning to accept "real-money trade" as a fact of life. Sony Online Entertainment recently began a service that allows players of its EverQuest II game to buy and sell items through a Sony site.
DAREDEVIL: Honnold said it had always been a dream of his to climb Taipei 101, while a Netflix producer said the skyscraper was ‘a real icon of this country’ US climber Alex Honnold yesterday took on Taiwan’s tallest building, becoming the first person to scale Taipei 101 without a rope, harness or safety net. Hundreds of spectators gathered at the base of the 101-story skyscraper to watch Honnold, 40, embark on his daredevil feat, which was also broadcast live on Netflix. Dressed in a red T-shirt and yellow custom-made climbing shoes, Honnold swiftly moved up the southeast face of the glass and steel building. At one point, he stepped onto a platform midway up to wave down at fans and onlookers who were taking photos. People watching from inside
A Vietnamese migrant worker yesterday won NT$12 million (US$379,627) on a Lunar New Year scratch card in Kaohsiung as part of Taiwan Lottery Co’s (台灣彩券) “NT$12 Million Grand Fortune” (1200萬大吉利) game. The man was the first top-prize winner of the new game launched on Jan. 6 to mark the Lunar New Year. Three Vietnamese migrant workers visited a Taiwan Lottery shop on Xinyue Street in Kaohsiung’s Gangshan District (崗山), a store representative said. The player bought multiple tickets and, after winning nothing, held the final lottery ticket in one hand and rubbed the store’s statue of the Maitreya Buddha’s belly with the other,
‘NATO-PLUS’: ‘Our strategic partners in the Indo-Pacific are facing increasing aggression by the Chinese Communist Party,’ US Representative Rob Wittman said The US House of Representatives on Monday released its version of the Consolidated Appropriations Act, which includes US$1.15 billion to support security cooperation with Taiwan. The omnibus act, covering US$1.2 trillion of spending, allocates US$1 billion for the Taiwan Security Cooperation Initiative, as well as US$150 million for the replacement of defense articles and reimbursement of defense services provided to Taiwan. The fund allocations were based on the US National Defense Authorization Act for fiscal 2026 that was passed by the US Congress last month and authorized up to US$1 billion to the US Defense Security Cooperation Agency in support of the
HIGH-TECH DEAL: Chipmakers that expand in the US would be able to import up to 2.5 times their new capacity with no extra tariffs during an approved construction period Taiwan aims to build a “democratic” high-tech supply chain with the US and form a strategic artificial intelligence (AI) partnership under the new tariffs deal it sealed with Washington last week, Taipei’s top negotiator in the talks said yesterday. US President Donald Trump has pushed Taiwan, a major producer of semiconductors which runs a large trade surplus with the US, to invest more in the US, specifically in chips that power AI. Under the terms of the long-negotiated deal, chipmakers such as Taiwan Semiconductor Manufacturing Co (TSMC, 台積電) that expand US production would incur a lower tariff on semiconductors or related manufacturing