A string of bank collapses prompted Alan
Greenspan, U.S. economic guru and former head of the Federal Reserve,
to admit last month that lending institutions could not always be
trusted to regulate themselves. He could have taken a cue sooner by
looking at the 2007 collapse of Ginko Financial, a virtual investment
bank in the online game "Second Life." Virtual
economies in games such as "Second Life" and "EVE Online" may seem
trivial, but they actually can provide real-life lessons on the patterns of free markets
and unfettered capitalism. Researchers and self-described virtual
economists have observed how virtual entrepreneurs establish themselves
and compete, as well as how a lack of self-regulation can lead to
dramatic banking failures, scams and even corporate espionage.
"I
don't view 'Second Life' as a game," said Robert Bloomfield, an
accounting researcher at Cornell University in Ithaca, New York. "I
view it as a market space."
When virtual banks go bad
Ginko
had all the trademarks of a bad investment idea. It promised that
people who deposited their virtual money would earn an astronomical
interest rate of more than 40 percent, and similarly loaned out money
with absurdly high interest rates attached to repayments. Thousands of
"Second Life" residents opened accounts with the bank.
The
end came when panicked investors began withdrawing their virtual money,
known as Linden dollars in the game and exchangeable for U.S. dollars
at a rate of roughly 250 Linden dollars to one U.S. dollar. Ginko did
not have enough reserves to pay up. When the bank finally announced it
was finished, an equivalent of $750,000 in real-world U.S. dollars went up in smoke.
The collapse not only wiped out time spent earning Linden dollars in
the game, but also hit the wallets of players who had legally paid U.S.
dollars to buy Linden dollars.
"The
'Second Life' financial markets have pretty much been unregulated,"
Bloomfield told LiveScience. "There are accusations that people are
doing everything from questionable behavior to outright fraud."
Bloomfield
drew direct comparisons between the "Second Life" incident and the
real-world financial crisis in a post on his blog, "Metanomics," which
echoed Greenspan's comments — financial markets cannot simply be left
alone to self-regulate. His weekly in-game talk show recently hosted a
"Second Life" conversation with Maureen O'Hara, a real-world banking
and markets expert from Cornell University, and Michael Lorrey, a
player who runs a virtual investment fund within the game.
Virtual economy worth studying
Not
all online games host virtual economies that operate like free markets.
Most games, such as the popular online role-playing game "World of Warcraft,"
put artificial controls over supplies of certain resources, products
and money, and almost everything is created by game developers.
"'World
of Warcraft' is kind of like Disneyworld," Bloomfield explained. "You
go to Disneyworld to pay your money to Disney, because they created all
the attractions."
By
contrast, Linden Lab, creator of "Second Life," treats players as
entrepreneurs by giving them virtual tools to create their own
buildings, products and services. That creates a system of supply and
demand that more closely parallels a real-world economy.
"If
you want to compete with Disneyworld, well here's the land and tools to
build a rollercoaster," Bloomfield said while describing the "Second
Life" approach. "If you can get people to ride it, go for it."
Wild West business
Another
game that has attracted economists is "EVE Online," a freewheeling
online space simulation where players form huge corporations and
alliances to do everything from mining to trading, and even piracy.
Game company CCP went so far as to hire its own economist to manage the
sprawling virtual economy.
The
laissez-faire approach to both business and the law has allowed EVE
players to enact spectacular scams, with other players paying the
price. One player opened a bank and then walked off with about 700
billion in the game's ISK currency, or close to $120,000 in U.S.
dollars if sold illegally to other players on eBay.
Yet
another grand scheme involved an insider's job where players worked
their way up the ladder of one of EVE Online's largest corporations.
They then seized valuable ships, emptied out virtual bank accounts,
"killed" the corporation leaders, and laid waste to most of the
remaining assets.
However, many economic patterns
within "EVE Online" do not resemble anything like those of the real
world. For instance, raw materials often become more valuable in-game
than finished products, because many players covet the raw materials to
"skill up" professions and churn out products.
"Restrictions
on the availability of virtual goods have sometimes been called
artificial scarcity," said Tuukka Lehtiniemi, a researcher at the
Helsinki Institute for Information Technology in Finland. "This simply
means that the operator makes some virtual goods easy to come by and
others harder."
Hands off?
Despite
the imperfect parallels to a real-world economy, virtual economies can
still provide economists with an unrestricted view of what could happen
if free markets ran unregulated — at least until a higher authority
steps in.
Previous
"Second Life" banks had dubious operations and spectacular collapses,
but the Ginko collapse led to renewed outcry for regulatory action from
"Second Life" residents. Linden Lab responded by outright banning banks
that promised any sort of interest rate returns on deposits. By
contrast, the United States and other nations have responded to the
real-world financial crisis by trying to save banks and encourage
responsible lending.
Bloomfield admitted to disappointment that
Linden Lab had clamped down so harshly on banks, noting that "Second
Life" provided a "fascinating experiment in libertarianism and
self-regulation." That perhaps points to the great advantage of virtual
economies, where economic scenarios can play out (mostly) without
real-world consequences. But for Bloomfield and other researchers, the
lessons they can draw from virtual worlds as experimental platforms are
very real.
"I'm an accountant," Bloomfield said. "My primary interest is the real world economy."