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The Escapist Tackles Virtual Worlds

-This week's issue of game culture and industry web mag The Escapist is devoted entirely to virtual worlds, with four feature articles devoted to the emergent industry. As editor Julianne Greer says in her opening note:

"From land speculation to creating goods for sale to "farming" resources for sale, virtual worlds took on a semblance of reality when people's worldly needs were paid for by their activities in virtual spaces. And people spent more time, relationships grew and died, entire social hierarchies were formed.

People are beginning to live the entirety of their lives in a virtual space. Some scoff at them for doing so, but let's take a look at many people's daily, real life. The larger our cities grow, the more spread out they become, making commutes longer. We have less time to make contact with people - the after work cocktail scene has all but died for the majority of the population.

The internet has so sped up and increased the efficiency of work, most of us sit in front of a monitor all day - emailing, IMing, reading - many of us going long stretches without hearing a human voice. Is that work more real than a guild officer corralling a 200-person guild? Or how about someone who makes a six-figure income in a virtual world selling virtual land - is that less real?

What's the next step for virtual worlds - we're already socializing, entertaining/being entertained, even working there. What's left?"

What, indeed? Check out Issue 135 for some perspectives.

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Game Set Watch (the Group's alt.game weblog.)

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