In Restaurant City, a game by Playfish on Facebook, 18 million active users manage their own cafe and stock it with virtual casseroles and cakes. In Zynga’s game FarmVille, 62 million agrarian dreamers cultivate a farm, plant squash seeds and harvest their crops with tractors. (the figure shows a consumer with her cat, Demon Baby, bought for the game Pet Society.)Crazy? Maybe not:
...strong — and somewhat rational — motives are at work. Users of social networks can buy one another gifts, like images of flowers and birthday cakes, typically for a dollar each. Facebook recently expanded its gift store to allow other companies to list their virtual wares, like greeting cards...“It’s not about the good itself, it’s about the underlying human emotion or desire,” said Moshe Koyfman, a principal at Spark Capital, which has invested in two virtual-goods start-ups. “The recipient knows the person took time, picked something meaningful and spent money on it.”Maybe we should view this as the ultimate "Green" consumer product - money spent with zero environmental impact (if you accept that the energy sucking infrastructure of the internet would be there anyway).
Some game fans claim that in some cases, virtual goods can be better than the real thing. Jamie Kwong, a 13-year-old in Altadena, Calif., spends hours a week on a “paper doll” site called Stardoll, buying dresses and handbags. She created Juillet606, with brown eyes and hair to match her own. Unlike the actual paper dolls she used to play with, the tabs do not rip off....“With Stardoll it all stays on there, my brother can’t get on it, and everything is good,” she said.