There are numerous ways of getting tons of Wow gold online easily and very cheap too. Here are some guidelines to help you get the most out of it:
If you intend to purchase cheap Wow gold online, then you must play the game and earn wow gold through your skills or online auctions and similar procedures. You can visit the auction house and trade with whatever you have. This might require a bit of patience on your part but at the end of the day, you will be the gainer.
Online options to purchase World of Warcraft gold
One of them is to purchase World of Warcraft gold online from a seller outside the game. You will find dozens of wow gold sellers in Google. You need not worry about your world of warcraft game account; it will not be banned for buying wow gold normally. Moreover, you will be able to spot the wow gold seller easily unless he is using some special method.
When you join the World of Warcraft gold game, you are at the lowest rung of the ladder. After you seek gold continuously, you begin to rise up the levels. And, then you gradually realize that earning gold is as easy as spending it. Of course, you will be required to spend gold first to earn it afterwards.
You can get a ton of gold at the auction house easily. You will have to learn the art of buying low and selling high. If you can master this art, you can easily make almost 400 gold an hour. Another way is to get the professions of mining and skinning. With these two professions, you can make a great fortune.
World of Warcraft gold enthusiasts claim that you can literally farm gold because you reap a lot by sowing a little. Of course, your success depends on how much money you have. It is more true here than anywhere else that you reap what you sow. Therefore, it is advisable to use the gold for training and learning new skills to earn more.
You will need to make, mine, farm, buy and sell gold at all levels when you face opponents in the various sections of the game.
Basically, you need to be in control and one step ahead of your adversaries to survive and succeed. Also, the dominion, in which your character is, becomes the deciding factor to get a price online for buying cheap World of Warcraft gold.
To cut a long story short, the best source for buying WoW gold is www.wowgold4you.com because they are well stocked and reliable. The other crucial items they stock can help you enhance your character. Everyone knows that making money is not a very safe thing to do either in the real world or the virtual world. Yet, the best option for safety and security is the www.wowgold4you.com which you can trust confidently.
2007年12月21日星期五
2007年12月2日星期日
World of Warcraft Gold Buying Reviewed
There is a culture of players in World of Warcraft that play the game not for fun, but for profit. To the citizens of Azeroth, these players are known as Farmers. Farmers spend their time killing monsters in out of the way places for the items they drop. A farmer hopes to get rare and valuable items for the hours spent mindlessly killing. They then hock all the items gathered to vendors or to other players via the Auction House. A majority of the gold farmers active in World of Warcraft are Chinese, and often speak little to no English. Though they are often the focus of ridicule by American players, and playing video games for money is something that most American kids would dream of, their lives are not easy as it may sound.
In near sweat-shop conditions, the accounts are manned in twelve to fourteen hour shifts, without holidays or vacations. It is rare for a gold farming account to spend much time offline, as each account has two or three players assigned to it in these shifts. In tightly packed rooms, between ten to thirty computers can be running the game simultaneously. Each account has a quota, most commonly twenty gold an hour. The average price for an American player to purchase gold is $70 for one thousand gold. Using these figures, each hour of game play earns approximately $3.50. A pittance is paid to the farmer, between 45 to 55 cents an hour is the normal wage. With World of Warcraft's subscription cost of $15 a month, the first 5 hours of the farmers first shift pays for that, everything else is profit for the company.
The American players who are up in arms at the gold farming epidemic are not lobbying for more fair work conditions, or attempting to help farmers unionize. The plight of the Chinese gold farmer isn't even a consideration. They are worried that it has an adverse effect on the game's economy. A farmer grinding for gold initiates a perpetual cycle. They sell the items to players for gold to give to their company, who in turn sells their gold back to the players. People buy the gold from the farming services so they can afford the things they want for their character. The purists in World of Warcraft believe that it should be hard work on the player's behalf that earns them the best gear, not real world currency.
Blizzard takes the side of these purists, but they do not necessarily hold the same moral convictions. All items, gold, characters, likenesses... everything in World of Warcraft is intellectual property of Blizzard Entertainment. The players pay their subscription fees each month to "rent" their character. Selling items or gold is strictly forbidden by the Terms of Service Blizzard has written. According to blizzard the only thing a player owns is their log on ID and their password, even sharing that is a terminable offense. A player or account proved to be engaged in the sale of items or gold and the account selling and buying can be suspended. With the long days spent farming, and the vigilant-in-text regulations set in World of Warcraft, Blizzard has still done little to stop the farmers or the buyers.
In near sweat-shop conditions, the accounts are manned in twelve to fourteen hour shifts, without holidays or vacations. It is rare for a gold farming account to spend much time offline, as each account has two or three players assigned to it in these shifts. In tightly packed rooms, between ten to thirty computers can be running the game simultaneously. Each account has a quota, most commonly twenty gold an hour. The average price for an American player to purchase gold is $70 for one thousand gold. Using these figures, each hour of game play earns approximately $3.50. A pittance is paid to the farmer, between 45 to 55 cents an hour is the normal wage. With World of Warcraft's subscription cost of $15 a month, the first 5 hours of the farmers first shift pays for that, everything else is profit for the company.
The American players who are up in arms at the gold farming epidemic are not lobbying for more fair work conditions, or attempting to help farmers unionize. The plight of the Chinese gold farmer isn't even a consideration. They are worried that it has an adverse effect on the game's economy. A farmer grinding for gold initiates a perpetual cycle. They sell the items to players for gold to give to their company, who in turn sells their gold back to the players. People buy the gold from the farming services so they can afford the things they want for their character. The purists in World of Warcraft believe that it should be hard work on the player's behalf that earns them the best gear, not real world currency.
Blizzard takes the side of these purists, but they do not necessarily hold the same moral convictions. All items, gold, characters, likenesses... everything in World of Warcraft is intellectual property of Blizzard Entertainment. The players pay their subscription fees each month to "rent" their character. Selling items or gold is strictly forbidden by the Terms of Service Blizzard has written. According to blizzard the only thing a player owns is their log on ID and their password, even sharing that is a terminable offense. A player or account proved to be engaged in the sale of items or gold and the account selling and buying can be suspended. With the long days spent farming, and the vigilant-in-text regulations set in World of Warcraft, Blizzard has still done little to stop the farmers or the buyers.
2007年11月29日星期四
New Kind of Job For Virtual World
Participants in the game change their real money into the game currency called PEDs at the rate of 10 PEDs for every dollar. They then use their PEDs to buy clothes, weapons and even houses and mining and forestry rights. Players who make a profit in the game can then convert the imaginary money into real cash.
...
Project Entropia, which has over 200,000 players, has its own stock market and auction house where players can trade services and commodities. The markets also allows gamers to determine the supply and demand of a host of other virtual resources that can be accumulated through long hours sitting in front of the computer.
(MMORPGs stands for Massively Multiplayer Online Role Playing Games) Globally, there are about 350 active MMORPGs, with dozens having over 100,000 subscribers. ItemBay, a Korean company specialising in trading virtual goods such as magic battleaxes or laser carbines, has 1.5m customers and revenues of $17m per month.
To put all this in context, it is possible to calculate the gross domestic product of a virtual game world based on the value of its total assets in real world terms. Using the time it takes for gamers to gather those assets also means that other economic measurements such as an hourly wage rate and GDP per head can be calculated.
In 2001 Edward Castronova, an economist at California State University, was one of the first to realise that the largest MMORPGs had economies greater than most African countries on a per capita basis. But real world trading of virtual goods and services comes with a health warning for gamers looking to make a quick buck.
With this background, here comes a post from Nine Shift: "Intangibles key to our economic future" which comes to the conclusion that Intangible products and services:
* Can and must be the primary business of American companies.
* Can be sold without a manufacturing intermediary.
* Can be sold internationally.
* Create high paying jobs for knowledge workers in the U.S. and other post-industrialized nations.
* Lower the trade deficit and restore a balance of trade.
I am not necessarily looking from an American viewpoint. However, I think this remark holds true for all developed countries. We should constantly look for opportunity of high value job in order to keep the living standards in these countries.
Andrew from Telegraph quoted some economists suggesting that Project Entropia resembles pyramid selling the only way for players to make a profit is at the expense of others who are less successful in the game.
I don't necessarily agree. I am no economist nor lawyer. So my understanding may not be correct.
Pyramid selling refers to a marketing technique where the "goods" being sold is the membership of the scheme. There is no intrinic value of the membership except by selling more to other people. The game world in MMORPGs has real value - the value of experience, be it entertainment or learning. The creation of virtual objects involve "labour" and when someone wants to enjoy other people's labour, they may pay for it. This is the fundamental driving value of the economy of MMORPGs. Of course, once the interest (or the experience value) of the whole MMORPG is lost (for whatever reason), the virtual economy built around such virtual world will disappear as well. This is a real risk in investing your real resource (effort or money) in such investment. Again, this is quite similiar to other investment in the real world.
Is working for the virtual work a real job? I would say "yes" as long as the demand of the service is there.
...
Project Entropia, which has over 200,000 players, has its own stock market and auction house where players can trade services and commodities. The markets also allows gamers to determine the supply and demand of a host of other virtual resources that can be accumulated through long hours sitting in front of the computer.
(MMORPGs stands for Massively Multiplayer Online Role Playing Games) Globally, there are about 350 active MMORPGs, with dozens having over 100,000 subscribers. ItemBay, a Korean company specialising in trading virtual goods such as magic battleaxes or laser carbines, has 1.5m customers and revenues of $17m per month.
To put all this in context, it is possible to calculate the gross domestic product of a virtual game world based on the value of its total assets in real world terms. Using the time it takes for gamers to gather those assets also means that other economic measurements such as an hourly wage rate and GDP per head can be calculated.
In 2001 Edward Castronova, an economist at California State University, was one of the first to realise that the largest MMORPGs had economies greater than most African countries on a per capita basis. But real world trading of virtual goods and services comes with a health warning for gamers looking to make a quick buck.
With this background, here comes a post from Nine Shift: "Intangibles key to our economic future" which comes to the conclusion that Intangible products and services:
* Can and must be the primary business of American companies.
* Can be sold without a manufacturing intermediary.
* Can be sold internationally.
* Create high paying jobs for knowledge workers in the U.S. and other post-industrialized nations.
* Lower the trade deficit and restore a balance of trade.
I am not necessarily looking from an American viewpoint. However, I think this remark holds true for all developed countries. We should constantly look for opportunity of high value job in order to keep the living standards in these countries.
Andrew from Telegraph quoted some economists suggesting that Project Entropia resembles pyramid selling the only way for players to make a profit is at the expense of others who are less successful in the game.
I don't necessarily agree. I am no economist nor lawyer. So my understanding may not be correct.
Pyramid selling refers to a marketing technique where the "goods" being sold is the membership of the scheme. There is no intrinic value of the membership except by selling more to other people. The game world in MMORPGs has real value - the value of experience, be it entertainment or learning. The creation of virtual objects involve "labour" and when someone wants to enjoy other people's labour, they may pay for it. This is the fundamental driving value of the economy of MMORPGs. Of course, once the interest (or the experience value) of the whole MMORPG is lost (for whatever reason), the virtual economy built around such virtual world will disappear as well. This is a real risk in investing your real resource (effort or money) in such investment. Again, this is quite similiar to other investment in the real world.
Is working for the virtual work a real job? I would say "yes" as long as the demand of the service is there.
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