Massive Multi-player Online Games and the Developing Political Economy of Cyberspace

This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor.

Authors

Publication Details

Journal
Fast Capitalism
Published
2026-01-14
DOI
https://doi.org/10.32855/1930-014x.1123
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Massive Multi-player Online Games and the Developing Political Economy of Cyberspace

Mike Kent
Fast Capitalism
Digital Games and Media
article

Massive Multi-player Online Games and the Developing Political Economy of Cyberspace

Mike Kent
article en

Abstract

This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor.

Fast CapitalismVol. 4(1)
Decent work and economic growth
Openalex Percentile: Top 88%
Digital Games and Media
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