The title of this post is from the slides of Leo Sang-Min Whang. Virtual experiences are about identity building, group-cohesion and community. His slides include very interesting data on Korea’s largest MMORPG called Lineage. In virtual worlds people have various lifestyle orientations, different ways of participating in the virtual gaming world:
- Social orientation
- Traditional Norm orientation
- Out-law orientation (anti-social)
- Role Play orientation
- Achievement orientation
- Hierarchical orientation
- Discriminatory attitude
More of that + interesting charts in Consumption in Virtual World: identities, lifestyles and item trading.
I also find Virtual Economy Research Network’s bibliography section very useful. Keep your eye on their site if you are interesting in virtual economies, I know that Vili Lehdonvirta is following this space closely.