We can not the future, of course, but there are a number of technological innovations on gambling is also fairly easy to see coming. Currently, access to certain games with the nature of access to technology and access to games, which earn money with access to a common and persistent, Physical environment, particularly a virtual world. The technology to support virtual worlds is so fast that it would be stupid to describe the next generation in every detail. Suffice it to say that great lucrative areas to work vigorously to different dimensions of the environment, that virtual worlds grow in

These industries produce three points of interest, namely, links, interfaces and content. The developments are Internet connections and increasingly in wireless communication. “Development of interfaces voice command, Head-up Display detecting movement and body (Computer-Controlling gloves, the eyes of readers). Developments in the content of the offer from gaming market, annual revenues in which to agree on Hollywood box office revenue. All three sectors are developing fast.

What people are looking for the emotional experience, it may be possible in the near future, a simple connection to a virtual world , Provides that the experience gained at relatively low cost. Kurzweil argued that the explosion of computing power alone can not suffice for the conduct of everyday life.

Given that all these developments with the participation of networks, they may seem a monopolistic market structure. If the economy is still online your e-mail and herumhängende with friends, these are positive externalities in regard to the size of a virtual world seems visits. If I spend my time on Rubi-Ka, while you spend your time in Albion, we can not talk to each other, and we can not things together.

Thus, our time in virtual worlds is more interesting if we all know, is in the same world. In addition, if two worlds competition and were more players like another, is not an incentive, the largest in the world, in order to benefit from the broader network of society, communication and entertainment? Allowing such a network externality lead to domination of this market by a player? For example, some games as the network lotro gold runescape gold, Gold Guild Wars, etc.

There are grounds for hope, however, that this market will probably not be monopolized. First, it appears that there is a wide variety of tastes different directions to the characteristics of a world. Mr. Vogel, you can go on Pluto, while Mr. Castro Nova prefers medieval England. One of the main attractions of life avatars are transmitted by the anonymity allows anonymity and requires a person to have output options: other worlds to escape, if a call is received in this unpleasant. Perhaps one of experienced game developers, a world wide and varied as the minimum level of basic entertainment and anonymity to a sufficient number of people, so that membership in a world in this way optimal for all .

This seems unlikely, however, because there is a marginal cost for the creation and maintenance of the content of games. In addition, there is no scale on the supply side, rising incomes on the demand side (Liebowitz and Margolis, 1994). The game production and maintenance are both activities workforce. One could perhaps increase the production of content, other manufacturers (for example by opening the game code to the public), but control over the world that would be problematic. On the whole, it seems very unlikely that a developer can a world large enough to monopolize the market.

A second reason concerns the congestion. Virtual worlds are virtual, because they are online, but they are worlds because there are several body to them. Avatars take place. If a world has a certain amount of entertainment content to him, that the content is almost always some form of congestion. The monster in charge of Dungeon hereingebrochen, but when tens of thousands of us hunt them, none of us have a good time. Sometimes the only way of reducing congestion has increased content, but what is manpower. There is also congestion in the context of effects with connection speeds and bandwidth.

A third reason is that the market should not dominate a few companies are in many competitive strategies, which are available, even now, but not yet exploited by new operators. For example, current levels of developers, he managed to impose large costs on the structure player game for the development time of intense Avatar capital. A player starts the game with a low Avatar, but the gameplay Avatar is always more powers. How force increases, the Avatar is able to more benefits from Game World, to continue to travel, do more things, more people. A person with a high-level avatar, then there is a major obstacle to the conversion of the game, because in the new game start, it is poor, alone and helpless.

This situation is certainly a game of bolts player, but it is also open for a defeat of an unlimited number of systems to reduce costs. Amazing as any competitor in a new game offered the possibility of new players, their avatars to a higher level of wealth and ability, if they can prove they Avatar a high level of protection in another match. On the other hand, two games (Ultima Online and Dark Ages of Camelot) now offer methods to communicate effectively forward starting: Ultima, you can buy your levels, Camelot, you can create a new avatar in level 20, if you get a level of 50 These strategies will help companies to eliminate barriers to the purchase or sale of avatars outside the game, perhaps at the expense of the atmosphere in the world. In summary, we can see what appears to be strong lock-ins costs of restructuring and conversion in the market today, maybe not so strong that they seem so experienced competitors emerge, the player bases are in general at risk. For example, some games as the network lotro gold runescape gold, Gold Guild Wars, etc.

A final argument against a trend toward monopolization of the nature of content. The games are art, for the most part, and markets of artistic performances show a high degree of Churn due to drift effects and stars phenomenon (MacDonald, 1988). If a company develops a better game, it is to attract players. And it is true that development can be significant costs, it is always possible, a virtual world of fun for a small amount of money, then enlarge it once more popular.Whatever network externalities, the offer to resume scale and market barriers may be on the market for virtual worlds, they do not appear sufficient to produce the domination of a single company. The distribution of the population of virtual worlds is perhaps less as a natural monopoly of a market for products of the club. Population by type of service, ambience and the fees of different worlds. Virtual worlds in competition, such as associations do, but their size is limited by congestion and the marginal costs of the effects of the increased volume of the world.

This analysis provides a response to the first question, the study: In the future, medium-term multiplayer online game market should consist of a series of major worlds densely populated, with varying degrees of portability between them. The worlds are generating significant revenue streams and occupy many hours of human time, as played by some of them, including some that work. The hours that people spend to make games that the accumulation of stocks of capital goods digital. These objects have a considerable economic value. Given the anticipated increase in the number of connections, the interface technology and content, there are reasons to believe that this capital digital May finally big enough.

These considerations lead then the following questions: When virtual worlds become more importantly, how can it have on the real economy of the earth?