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  Game Grind Just Another Job  
Posted 2005-10-19 by Tony Walsh
Many massively-multiplayer games require players to engage in a chore-like grind including such tasks as trading and resource-accumulation. In the best cases, player efforts can be turned around for real-world cash. Does this mean gaming is becoming more like working? Earlier this month, I explained why I think so in a post called "The Work of Warcraft" (be sure to read the follow-up comments as well).

The University of Pennsylvania's Wharton School just published an article called "The New New Economy: Earning Real Money in the Virtual World," wherein the article author says "A large unresolved question about virtual worlds is whether mining and trading digital assets can be defined as real-world work... After all, work is merely creating something tangible that is valued by others." Wharton legal studies professor Dan Hunter told the article author that "If I'm willing to spend $20 on a magic breast plate, that's tangible. Increasingly, these worlds are becoming workspaces."

Massively-multiplayer games aren't casual for those who pursue success--but rather than seeing it as a pointless grind, most gamers can't seem to get enough of this type of serious play. I wonder if there's anything modern workplaces can learn from massively-multiplayer games in making the work-day more enjoyable or at least more rewarding.
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