Friday, July 18, 2008

Digital Colonialism and Digital Nationalism

If you're not reading Rissa Maidstone's and John Zhaoying's blogs on the World2Worlds site, you're missing out on some of the very best digital-worlds analysis there is. John and Rissa have been looking at the SL economy from two different angles, and I'd like to offer a view from a third.

(Disclaimers: I'm no expert in any of the fields I touch on, and am pretty much talking out my ass. I'm very early in the process of articulating some of these ideas, and tomorrow I may admit I've got it completely backwards. Also, this is a revised version of a post that went up briefly last night, until, thanks in large part to Vidal Tripsa, I found some big holes in my thinking and presentation that hopefully I've fixed a bit in this draft).

Rissa's Challenge

John looks at the price discrepancy between digital-worlds labor and atomic-world labor, and concludes that SL is a colonial economy (I came to the same conclusion a while ago). In response, Rissa challenged us:
For those working in virtual worlds—you know you’re talented and your work is worth X dollars an hour to you and the industry. Charge it. Stop giving it away. In John Jainschigg’s blog at http://www.zzomg.com/ he states “If this analogy is meaningful -- what changes the picture?” In my opinion, three things: 1) the IRS (or other government agency); 2) Corporate responsibility -- awareness of employment and contracting law, and 3) the individuals that realize their value and charge for their work.
The Case For a Fair Atomic Wage...
Rissa wants to earn an atomic-world living by being paid an atomic-world wage for her work in digital worlds. From her perspective, she's putting in the same time and providing the same services she would for an atomic client at an atomic wage, so why should she be paid 10% of that wage just because she provides those services in a different medium?

Likewise, Vidal is a digital artist, designer and architect: digital worlds are her creative medium. She doesn't have the alternative Rissa does, of being able to provide equivalent services in some atomic medium. For her, the choices are between making a living with her talents in the digital world, or employment outside her field. Her expenses are atomic-priced, so her income needs to be as well.

Both of them make an important case for being paid a fair atomic wage for their digital work. Part of the problem here is the truth of the old saw "A second life doesn't come with a second 24 hours." For people working in digital worlds, there are two options. Either their atomic work (or their Other Personality's atomic work) subsidizes their digital time, which is essentially hobby time, or they need to make an atomic wage for digital work. Rissa and Vids are in the latter camp, I'm in the first.

I'm privileged: my OP makes a living wage doing work they like, and OP doesn't need to monetize my time. There's no way around that fact, and that privilege enables me to take a political/economic stand opposite Rissa's and Vids's. I'm arguing from total limousine liberalism, and I know it. OTOH, my position has a price, just as theirs does. For much of the spring the OP/me collective was working 90 hours a week: we both hit busy periods at the same time, and it was hell on toast. That's why I was gone for most of late May and June - I was burnt, and I was thinking very hard about Rissa's challenge, as a way to halve my total workload.

But, after a lot of soul-searching, and some catching up on sleep and old sci-fi TV shows, I decided not to do that.

... And Why I'm On The Other Side
Rissa and I do somewhat similar work, running professional-quality events. She's about the best there is at what she does; I'm pretty good. Rissa - who I count as a dear friend and mentor - would see me charge the atomic going rate for the conference services I provide, especially when I partner with atomic-world groups like NASA. I've thought long and hard about it, and I'm not going to.

But, isn't that crazy? Why leave money on the table?

Because billing out at atomic-world prices does exactly what Rissa has recognized it does. If I do charge $L26,000 an hour for conference services, what happens? I could repatriate the cash to the atomic-world Other Personality, with SL as merely an intermediate step in the transaction between, say, NASA and....

How many of you just made that leap with me?

Right. If I'm charging an atomic world client atomic world prices, they're going to be dealing with the atomic world person: with their tax ID number for tax reporting purposes, with business licenses, with identity disclosure, signed contracts, registration as a government contractor. At that point, they're not doing business either with me or with SL: it's strictly an atomic world matter, and the digital location of the work doesn't matter much.

It's a classic colonial transaction: Chiquita sells $1 million of banana futures on the Chicago commodities exchange to American investors, and from both parties' point of view, the third-world origin of the product is irrelevant: all market-priced goods are fungible for cash.

But for me, there's a lot of relevance. If I went Rissa's route (and I gave this a lot of thought through the spring), I realized I'd be violating the integrity of both myself and OP. Charging atomic rates and complying with atomic business customs would do two things. It would force me out of autonomous existence: I'd become a business name, a d/b/a, for OP. That works for some people, including Rissa, and I respect their choices. It wouldn't work for me, at least not now and not in that way.

It would also force OP to be in my business, and they have plenty of work of their own, and have made a choice and commitment to be in another line of work than event planning and marketing. I'd be undoing and disrespecting the career choice they made.

There's another reason too. I'm going to argue, as I have since I was born, that the personal is political, that "identity politics" underlies an enormous amount of what we do in digital worlds. So, my digital identity, I think, means that I have to take a political position contrary to the elements John recognized as belonging to the colonial economy.

Now, this is not only very controversial, I don't even know that I'm right, and it's a position opposite to the principled and reasonable positions of two people I'm very fond of, Rissa and my dear Vidal Tripsa.

The Problem of Digital Colonialism

In the previous section, I looked at the consequences for my repatriating my atomic-world salary into the atomic world. But say I kept those earnings in SL: say I've got an income of a couple million Lindens a day. What's going to happen?

Right: the prices of wings, sex toys and latex body suits in SL are going to go from $L500 to $L500,000 overnight. And if you're not in a business with atomic-world customers? You're not going to be able to afford anything, because I'll have driven up all the prices, across the board. The local economy will collapse, local producers will be driven out, and the only people left will be the successful colonialists, not the indigenous producers.

Say you're an oil worker. You just made $100/hour consulting on a drilling project in Alaska. It's expensive up there, and you didn't turn a heck of a lot of profit. Now you got offered a job in, say, Nigeria. The local cost of living is akin to SL's, and even being put up in non-local, first-world standard accommodations, your expenses there are going to be vastly lower. Should you be paid an amount equivalent to a local skilled worker, maybe 10% of your going rate? Of course not, you'd say - it sucks that the local economy is so deflated, but that's not *your* problem - nobody's going to reduce your mortgage 90% while you're gone, after all.

That's the argument for a global economy at first-world prices, and one made by both colonial administrators and workers like our oil consultant, and by a lot of people much farther left on the political/economic spectrum, the people who argue for fair trade coffee, for unionization, against sweatshops and child labor.
It's a completely valid perspective, and it's the one Rissa's coming from when she argues that my $L-pricing or donating my services undercuts her ability to charge a living wage.

There's another one, though.

Let's look at things from the worker in the third-world economy. What does she see? A global elite being paid an order of magnitude more for equivalent work, an elite who drive up the price of everything from pedicab rides to basic foodstuffs. If I'm being paid $10/day as a local professional, and my economy draws a group of people being paid $1000/day, what happens? I'm driven from a comfortable middle-class existence by local standards into poverty: that $10 won't cover groceries when the farmers choose to sell to 5-star restaurants at 100 times their previous prices.

That's what colonialism *does:* it compresses the local economic spectrum into universal poverty and turns internal economic exchange into export, further impoverishing the locals, since the colonial elite either consumes or repatriates what it purchases, rather than keeping those purchases in internal circulation.

OK, now let's look at the SL economy. The economy came into being as a third-world economy. Startup capital costs were negligible, like they are in the subsistence farming that forms the backbone of third-world economies. Wealth was created by exploiting local resources - the tools of the digital environment - and magnified through internal trade. The clothing designers sold their wares to the house designers, who made their money selling to the makers of sex toys - all internal to the SL world.

The first attempts at digital colonialism in SL were a huge failure: nobody wanted to buy the colonial products. They weren't suited to the market, so people kept buying the local batik while the English woolens rotted in warehouses.

But now we're seeing a second age of colonialism, one which has done its market research, learned its lessons, and is poised to - as John so accurately observes - harvest SL resources for sale in the colonial metropolis. And suddenly a noticeable chunk of our produce won't be going for local consumption at local prices, but could be sold for a hundred times the price for export.

Vids and Rissa deserve to make a living wage for their work. I'm not arguing against that. What I am saying is that their best strategy - maximizing their income and minimizing the amount of time they have to work to survive - has "negative externalities" for the digital economy. The sum of good individual choices can generate a bad collective outcome. I'm in a position to try to counterbalance some of that, to make choices favoring the good of the SL developing-nation economy, I think.

Everybody has an optimal time/money tradeoff point, and for the me/OP complex, ours happens to be low money/high time. That enables my politics, and there's no escaping that fact. I can minimize my income and maximize my time (because my and OP's economic needs are few, and because I know we're going to end up working 90 hours a week whether we get paid or not, and I'm ok with that). That means I can put my thumb on the other side of the scale, and work against digital colonialism and for the kinds of economic development strategies that have transformed banana republics into prosperous producers in the atomic world.

Digital Colonialism and Digital Nationalism

The problem with local producers demanding global wages is that it forces all producers into the global economy and into global pricing. One consequence with that sort of globalization is that it establishes very high barriers to entry into successful business. To get started, it's not enough to be better than the amateur next door, you've got to be better than the global leaders backed with global capital. That means that local producers who either can't or won't deliver global-quality goods to global clients at global prices, or who don't have access to large amounts of startup capital, are forced out of production and into wage employment at best, and into poverty (or out of the economy entirely) at worst.

John's got the right of it: SL is a third-world economy. There are two strategies for development. One is to globalize, starting with selling what you've got - in the atomic world, raw materials and natural resources. In the digital, time and talent. Now, it's possible to sell off your capital and actually develop through smart investment in advanced infrastructure (competitive industry and education in the atomic world, skills and software in the digital). But, it's much more likely that you'll stay a banana republic or an OPEC country, strip-mining your assets for the global economy, living large for a few years and ending up with nothing.

The other strategy is to insulate your country from the global economy for a while while you invest in renewable capital (again, competitive industry and education in the atomic, and the encouragement of new creatives and entrepreneurs in the digital). The 18th Century British followed this example, using tariffs and taxes to protect local industry for a few generations, then switching to a free trade policy once they were competitive. The Asian Tigers have done similar things in recent decades.

For developing economies in the atomic, that's called protectionism. In the digital, we call it the magic circle.

I think the value of digital worlds lies in what can be created within the magic circle: something different from the globalized median culture, an alternative to globalized art, globalized politics, globalized economic relations. We'll only realize that value if we defend the magic circle, enforce economic protectionism, maintain low barriers to entry into creative and economic production, and see what happens.

That's digital nationalism.

Back to Limousine Liberalism, and Over to the Experts

I think that digital personhood and digital nationalism are necessarily intertwined, that my two reasons for declining an atomic wage are just aspects of the same one. I privilege the digital space: I live here, in the banana republic of SL, and that's where my identity and loyalties are situated. Now, I only get to do that because I get a huge colonial remittance of time and money from OP. A fundamental criticism of my position is that my digital politics rest on a foundation of atomic benefit.

This is the point where my insight and understanding end. There may be a development path from banana republic to post-industrial titan for the digital economy that doesn't have to be built on atomic world prosperity or by demented workaholics. The way from here will have to be marked out by people who actually know something about political economy. I've done what I can in sketching out the bounds of the problem, and I'm going back to running sci-fi author events now!

17 comments:

Dale Innis said...

Damn, Soph, this is fascinating stuff! I've been paying with toy models of developing economies and globalization for years, trying to figure out how a small village best prospers when suddenly connected to the world, believing the free-market folks who have good evidence that tarrifs hurt all parties in some sense, but at the same time thinking that the analysis leaves out certain things.

But I'd never thought to apply this to SL!

I'm still digesting what you've written, and I should go off and read the weblogs that you link to. In the meantime though I thought I'd give my own datapoint.

I'm not a Digital Person; for whatever reason I'm a single person who has an atomic body and some virtual bodies. Neither the atomic parts of my life nor the digital ones are subservient to the other; they're parts of a whole, but parts that I enjoy keeping separate in various ways.

I sell things, informally, in SL. Generally scripting-for-hire, the occasional custom Tshirt. I take assignments that interest me, and I charge whatever the customer feels like paying (some customers can't deal with that, so I have to make up a price).

I end up getting paid far less than I would be paid for the same time working at my atomic job, but more than the zero that I would be paid spending the time doing a favor for an atomic neighbor.

So this is just the "hobbyist" model I suppose, but I want to think about just what that means a little harder. How much do we charge for the use of our time in general, in either atomic or virtual worlds?

When we produce something and sell it, we have to get back at least the marginal cost of producing it to avoid a loss. I love spending time in SL, I enjoy the small mental challenges of writing scripts, I like seeing them work. My marginal costs of production are negative or zero, so I don't need to charge anything, let along atomic-world prices, for that reason.

We also need to earn enough from what we do to pay our basic costs of living, apart from the marginal costs of producing any particular thing. A perhaps-insight that I had when thinking about your posting is that "work" is that part of life across which we choose to amortize that basic cost of living.

If I chose to amortize my mortgage and grocery bills and so on across the time that I spend scripting in SL, I'd have to charge alot more. But since I enjoy it, and since like your OP I have an atomic job that can absorb all that amortization pretty well already, I choose not to do that.

I guess that's what makes me a hobbyist, and I wonder if it has something to do with the distinction between individuals who follow Vidal's model and those who follow yours. You and your OP, and I, all choose to amortize our atomic costs only across our atomic activities. Vidal and the other creators in "colonial" mode amortize it out across their virtual activities also.

(And I'm probably using "amortize" completely wrong here; it's just the word that sprang to mind. I hope the meaning is sufficiently clear.)

Anyway, thanks! This is most deeply thought-provoking...

ahuva18 said...

Sophtopia -
Extremely fascinating and thought provoking. I'm very new to SL - I'm still attempting to get out of "chat room mode" and grasp more of the economies and politics. There is a lot here to digest.

One thought I had, triggered by one of Dale's comments - Even in the atomic world, people choose to work for less than the going rate. They do this for a variety of reasons:
- they are applying their professional talents on behalf of friends
- they know that the client needs the service they provide but can't afford it
- they are intrigued by the job and it falls outside their normal method of obtaining work
- donating their professional skill pays the donors in intangible, emotional, psychological coin.

I'm sure there are many other reasons. My point being that there is a lot of barter and free labor in the atomic world. Our atomic economy has lots of "leaks" in the "a fair pay for fair work" cauldron. I'm not sure that the answer is either all your pov or all Rissa/John's pov.

Thank you for sharing your thoughts and experiences. I will be re-reading this, reading Rissa Maidstone's and John Zhaoying's blogs, and thinking about the implications of these issues.

Rissa Maidstone said...

Sophrosyne, excellent post as usual. Interesting comments and viewpoints which inspired me to post: "Discourse on "Virtual World Economics: Fair Value for Professional Services" at http://www.world2worlds.com/index.php/component/content/article/110. in which I excerpted some of what you'd written here and then commented on.

I hate to say this, but I'm having a great deal of fun discussing this with you and the general public!

Rissa Maidstone said...

Woops, the right link is http://www.world2worlds.com/index.php/component/content/article/110

Rissa

Rissa Maidstone said...

Good lord, the link doesn't copy well. Sorry!

Sophrosyne Stenvaag said...

@Dale: thank you so much - you've given me a lot more to think about. Let's sit down sometime and talk this stuff through. I'm very interested in what you've been working on.

@ahuva18: very good points, and I've used them as a starting point in my reply on Rissa's blog. You're absolutely right. I think the difference isn't in the economic forms at all - all the variations are represented. I think it's in the consequences.

The digital economy is new, and easily shaped by individual choices in a way the atomic world economy hasn't been in centuries. Each of us is, through our actions, *building* a political economy.

It'll either be an un-considered re-creation of of the atomic world order, or it'll be something newer, better adapted to the environment, better adapted to human needs and desires.

I'm just trying to get people to think about what kind of a world they want to make, and choose accordingly - and to prompt smarter and more knowledgeable people than me to address this stuff...

ahuva18 said...

Sophrosyne - this is so much better than my B-school economics course. :) But I don't know WHERE to respond. I posted on Rissa's blog this morning after reading your back-and-forth with her there. You both are a joy to read.
Rissa's blog

I'm not sure that I'm grasping all the essentials, but I think that I tend to your view - that there are social consequences to economic decisions. Personally, I welcome the opportunity in SL to heal the world, not repeat the atomic world.

Sophrosyne Stenvaag said...

@ahuva18: Thank you so much! And, call me Soph, please! :)

I love your synthesis, that not all payment is in cash. At Extropia's board meeting last night, I begged to be allowed to do a couple time-consuming, stressful, demanding unpaid projects and was absolutely gleeful when they got approved. My fellow Board members have realized they can pay me in work! :P

Speaking of which, I'd love to meet you! Please feel free to friend me inworld, and when you have some time, I'll give you the grand tour!

jenshikami said...

ahuva18 sort of said the point I was going to make here. Speaking of course as an atomic person, there will always be hobbyist "local" level enthusiasts as well as people making atomic-level dollars.

I don't think a proliferation of people making atomic-level dollars will ruin the lives of hobbyist locals; I don't see these as mutually exclusive possibilities. And I think there's an innate limit on how much things in SL will really cost, just based on how much people are really willing to pay for things that don't atomically exist.

Sure, I could say "My clientele will be exclusively people who buy $L through PayPal or earn lots of $L!" and price my wings up to $L 5,000. But there will always be people who price them at a more reasonable level, so the market self-equilibrates, I think.

(But what do I know about economics?)

What I mean is, the hobbyist level folks can help keep things from spiraling into insane (by SL standards) price brackets, rather than the other way around.

At the same time I can see why people want to charge an atomic-level rate for their work and services. It will all depend on finding clientele who are willing to pay for that kind of SL-specific attention to detail.

It's like the difference between buying a stock photo for $5 and hiring a photographer to do a custom photo shoot. They're both viable routes to take, and photographers are still in business... so... although I can see it becoming controversial, I guess I just don't worry too much!

Sophrosyne Stenvaag said...

@Jen: Hey Jen! You're in another interesting position, one different from me and Rissa, with Vidal as kind of an intermediate case.

You're one of the best content creators around, and you charge even below SL-domestic market rates for your work (everybody - the best wings in SL come from Seven's Selections, by Jen!).

You - and Seven's Selections - are *in* a hobbyist market. There's no corporate market for wings and arcade games. So, you can charge hobbyist rates without having *much* impact on Rissa's or Vidal's ability to make an atomic living wage.

Though there is some: a buyer could say, quite justifiably - hey, Jen charges the equivalent of, say $0.10/hour for digital content creation, so, Vidal, why should I pay you $25/hour for the same skill set, for an office building?

My response would be exactly what you said: you're not in the globalized economy, you're producing for domestic consumption, and different pricing standards apply.

That's *exactly* the point I was making to Rissa: the domestic economy needs to remain strong. Hobbyist pricing needs to remain viable. Without it, people like you who don't want to charge corporate prices, don't want to comply with corporate business rules, would have to leave the market.

And *that* market I think is SL's greatest strength, not its ability to attract atomic-world business as usual.

I want an SL where I can viably do first-rate free conferences, where I can buy amazing wings for $500, where I can support people in developing their own creative and business talents.

One concern is that rules will be imposed - either by LL overreacting per usual, or by government decree - that are one size fits all, and designed for atomic businesses. Rules that would require you and me to obtain business licenses, to keep financial records in accordance with standard accounting principles, to provide identity disclosure.

All those things would be welcomed by the corporate business community as sound, as professionalizing their space - and would be destructive to SL's ability to foster creativity and entrepreneurship.

What I'm trying to do with all this is to get people thinking about the two different sets of rules and prices, between the colonial and domestic economies, and to ensure the preservation of a creative domestic space.

Dale Innis said...

Ah, Soph, there you go calling my bluff! :) I wonder if I can actuall find those old simulations; I think they were in like Pascal for IBM PC/DOS!

I spent most of the time looking at what's in some sense the opposite problem: a small economic community with comparatively high costs of production, but still entirely functional, being connected to a larger world that has higher technology and lower production costs.

Each person in the "village" will get a better deal by buying from the outside world, but then no one will be buying from the villagers, so they'll have no income to support it.

The simplest way to equilibrium in that case is for the villagers to adopt the newer technology and lower their own production costs, with all the cultural changes that that may bring. I wonder if the same general sort of model might apply to the situation that you're talking about with SL...

Anonymous said...

Sophtopia I can see your point of view and agree with you on many points but not all. Yes it is nice to provide affordable products and services. But, say if you were to hire a graphic designer to design you a customized logo, are you going to pay them 10cents an hour just because they meet you in SL or are you going to pay them what they deserve for their time as a graphic designer?

JetZep Zabelin

jenshikami said...

Thanks for the thorough reply, Soph. ^_^ I gotta corner you and hang out more in-world. (We don't have to have deep econophilosophy discussions, either. Unless you want to!)

What great compliments! Yeah, I've been told I undercharge for wings and skins, and our arcade games are definitely way below market. Arguably we're undercutting our own markets, or at least helping to moderate prices somewhat (?)

And you're right, there is no real-life equivalent market for these things. Fishing for pets? Uh no. :D Maybe there's an avenue for game work (Seven has had offers from famous RL companies but he's better off doing his own thing!) but for wings, the only market is handcrafting for faerie festivals and the like. Totally different from what I actually want to do, which is digital art. :D

Now, to get into the meat of the reply... Disclaimers: I'm going to use the term "RL" in this response. It's not perjorative, etc etc. I am not a lawyer, not an accountant, etc. This just reflects my discussions with MY lawyer and accountant. :D

The thing is, I really don't see a disconnect between RL rules and what will apply in SL. The rules that apply to RL business DO already apply perfectly well to people who happen to be making their money inside of SL. I'll get back to that in a bit, but first to give some background...

I have a fine art background and for the late 90s and early 2000s, I had more free time. :) So, I was a moderator on one of the biggest online artist communities around, http://www.wetcanvas.com . Don't get me wrong, there's plenty of community on deviantart and other sites, those are more digital... Wetcanvas has always had a strong vibe toward creating physical artworks and sharing them (digitally and in physical art swaps.) They also have a business forum dedicated to selling your work... at fairs, galleries, eBay, whatever.

Like SL, it's a vibrant and freewheeling artistic community where you can share your work and get advice from other builders. Er. Artists. :) And get tips about selling, if that happens to be your thing.

RE: selling, the inevitable issue that would come up was always one of two things:
1) People didn't even realize that laws applied to earnings from art, or imagined that they shouldn't apply. (Usually these are the same people who don't understand or don't like copyrights!)
2) Or, people DID realize that, and as a result they would worry about becoming a "real" business. Wary about the same rules you refer to, wondering if they could or even should sell their work because if they took it beyond a hobby level and started really profiting, that would mean they're becoming self-employed, subject to self-employment taxes, needing to file Schedule C, etc, etc.

It also had the same privacy hurdles; even with selling on eBay, you lose a certain degree of anonymity. However, as in SL, you still have privacy from your own customers which is more than most RL businesses get.

I guess my point is, this is not actually a new issue and it's not unique to SL! Artists have been dealing with this for a while now.

To get back around to SL... that meant I came into SL and already had experience with how profiting from creative work operates online. I was selling physical artwork on eBay and using my PayPal account to pay the fees to eBay, as well as to buy supplies, etc. I wasn't receiving an actual profit of real dollars until I withdrew money from my PayPal account.

The key being, none of those RL government rules are even relevant until you get actual U.S. dollars withdrawn...

And to finally wrap my segue up, here's my conclusion: SL works that same way in terms of taxability. Our existing government rules apply just as well to goods/services in SL as they do to art sales and other goods/services in RL.

Those RL taxation rules only kick in when you start withdrawing U.S. dollars from LL's account balance (or from PayPal after using whatever currency exchange you're using, whatever)

As Congress reaffirmed after examining this very issue recently, there's no reason to set special business or tax rules for virtual worlds even IF they wanted to (they don't) and had a way to do so (they don't.) Maybe I'm closed-minded but I can't imagine either of those "don't"s realistically changing.

And, at least in my opinion, those existing tax rules don't and won't harm SL's creative space and entrepreneurship one bit, no more than "professionalizing" has harmed the RL art world.

I think SL creators have it better than RL artists, because in SL, you can learn how to market and manage a business (or just play at doing so for fun!) without getting any U.S. dollars out of it at all. I see that as a good thing! You can use your $L to buy fun stuff, or reinvest in your creations by buying better tools or hiring folks to teach you new skills, or pay tier fees, or give $L to charity, or whatever.

And that's really not hard to do; SL is definitely a consumer economy, judging by the economy stats:
http://secondlife.com/whatis/economy_stats.php
Almost all of us are spending more than we earn in SL. That's because -- unlike the stereotypical RL native economy which would clamor for pseudo-luxurious trade beads from their overseas conquerors/traders -- SL folks seem quite content to shop inside of SL, rather than using SL to buy real-world goods. That is what keeps SL creative folks afloat despite massive competition, I think! We all buy from each other, etc.

Even those of us who are indeed profiting from SL, it's generally a token hobby-level amount, so again we end up not needing to worry about scary-complicated RL taxes. We just report it as income and we're done with it. Judging by those economy stats, maybe a couple thousand people in SL actually need to worry at all about the tax laws in their native country.

... of course, as in the community of physical artists, there are folks who feel we shouldn't have to report additional income of any kind on our taxes... See also #1 above!

But I think that I may be straying off-topic, and so I'll just wrap up by saying I believe (with what I imagine to be good reason) that there's no reason to fear that RL economic laws will transform SL's creative environment.

Hope this made some sense. Do let me know, either way. :D

jenshikami said...

Oh and, I want to reply more specifically to one of your points above. You said,

"hey, Jen charges the equivalent of, say $0.10/hour for digital content creation, so, Vidal, why should I pay you $25/hour for the same skill set, for an office building?

My response would be exactly what you said: you're not in the globalized economy, you're producing for domestic consumption, and different pricing standards apply."

Actually, that's not what I was trying to say... I should've explained my stock photo vs. photographer analogy a bit better.

I don't think that's why different pricing standards apply in this case. Different standards apply because that example is comparing open-edition goods with custom services.

Almost everything sold in SL is an open edition (unlimited print run). There is a comparably small initial investment of time and effort, and then you can sell it infinitely.

So of course goods in SL cost less than goods in RL do, for the same reason that a poster of a painting costs less than an original painting, and even that costs less than actually hiring a portrait artist's services to paint a portrait for you.

There's definitely a certain cultural factor and hobbyist factor on pricing in SL, as I described above. But that's not the only factor and arguably not even the main factor.

Considering that our buyers KNOW that the goods we sell are infinite copies, their willingness to pay anything at all is really a form of patronage + convenience fee. If you start charging too much, they're sure to get resentful and go elsewhere unless you hold a near-monopoly.

But for services? As in RL, some people decide to charge for their time and some don't and hey, that's your/their perogative!

So that's where the sticker shock in SL comes in. People see that my wings are $250, and they hear that I'll build custom wings, and so (because they aren't thinking of WHY they're inexpensive) they're startled when I tell them, "$2,000 please. This design you're asking for is not something I can resell infinitely after I make it for you, and therefore I'm going to charge for my time."

(Of course I've also been known to do custom wings for free...)

Maybe the developing economy (SL) and globalization (RL) analogy isn't a perfect match but it's still an interesting way to examine things.

Dale Innis said...

JetZep Zabelin: "if you were to hire a graphic designer to design you a customized logo, are you going to pay them 10cents an hour just because they meet you in SL or are you going to pay them what they deserve for their time as a graphic designer?"

The buyer generally doesn't set the rate: presumably I'm going to pay them what they're asking. :)

If they're working in the "domestic economy" mode that Soph talks about, they'll be charging the appropriate rates (very low by atomic standards). If they're working in global economy mode, and charging 27,000L per hour, I (being in domestic economy mode myself) probably amn't going to hire them.

One possibility is that they'll make the logo for me in exchange for (say) roughly the same amount of time and effort in writing them some scripts that they need. Then (perhaps; this is just a half-baked thought) it doesn't matter whether they're in domestic or global mode; either way we've exchanged appropriate value for appropriate value, with no need to translate it into either Lindens or Euros on the way through.

hmmm....

-- Dale (hijacking Soph's thread!)

Tiessa said...

Excellent post Soph. I'm wondering how the influence of the infinitely reproducable ends up negating a lot of inflationary pressures.

The problem with the colonials selling their fruit to the 1st class restaurant and the price goes up only applies to limited supply items. Wings will never go to L$500,000 because of someone making RL wages driving an inflationary pressure.

The costs of production in SL are essentially nil, the L$10 upload fee for a texture is essentially free. The only real cost is in time and something that is not easy to acquire, talent.

A more accurate model would be digital software sales or digital music sales. The prices will drive through the floor and talent, not time spent, will drive volume.

Your friends who charge directly for their time are in the opposite boat, they are selling the "raw material" as it were, the coal or oil of the economy. Sure, it may be high quality oil (improved by their talent), but it has a limited supply.

You "competing" with them in the same field, will not really undercut their prices or their ability to make a living, they can provide something you cannot, dedicated time during hours that you, having a RL job, cannot. Serious businesses pay for convenience and for things to be done on their terms. You will work for "hobbyists" who are willing to pinch a few pennies to accommodate your time limits, you will also be a "hobbyist" in that sense.

Lack of time, talent, or commitment is the limiting factor on having a job in a field. To "back translate", if I were to do graphic arts in RL, I would not be paid a living wage either, I could only work for peanuts, because my time, talent, and commitment to it would only attract other "hobbyists" to use me for my rates and not the professionals.

A hobbyist graphic artist like me, would never be hired by a serious business to do their artwork - there is too much riding on it. The same with your friends doing the same job as you for much higher money.

I blog as a hobby, but do not get paid real money for it either, and while some journalists are finding it harder to make a living, the bulk of journalists are going to be fine with me having a writing hobby, because it doesn't threaten them.

SL is not really a colony anymore than the Internet is a colony, its merely another way for people to trade and gain access to other's works. Sure, the trading of cheap content will drive some out of business, but that goes back to time, talent, and dedication, those driven out of business are probably lacking in some element there that they were previously "getting by with."

Not everyone makes their living on the Internet, even though most people use it, the same is true of SL. Some people will use it as another way to entertain themselves and get cut rate deals on things, but serious businesses will end up paying serious money for people to work in it.

The Google developers get paid real money to work on the Internet, a fledgling "colony" only a decade or so ago. Did hobby programmers and websites drive them out of business? No, it made them richer. They just had to find a decent business plan.

Everyone thought Linux and free software would spell the doom of programmers since the valuation of software was $0. That didn't happen. Neither will you "giving away" your services compared to your friends.

CyFishy said...

The Me is confined to dial-up for the moment, so this response is being composed offline. Apologies if I wind up reiterating any points others may have made.

I personally think that putting Anshe Chung on the cover of Business Week was one of the stupidest PR moves that Linden Lab ever made. It got people thinking about Second Life, yes, but it got people thinking about Second Life for the wrong reasons.

The pernicious myth that Linden Lab has spread--and continues to spread--is that SL is a viable source of RL income. It simply isn't. Second Life is, first and foremost, a creative medium. From that medium, as in just about any other creative medium, only a rare few of exceptional talent and persistence will be able to create a sustainable income. The rest us of will simply have to settle for enjoying ourselves. The same is true for the arts in the atomic world. As I've said elsewhere, not everybody who picks up a guitar is guaranteed a rock star life.

The 'colonial' argument also falls down in one crucial aspect--there is no true export market for SL goods. You can buy clothes for pennies and mansions for mere dollars--but you can't exactly use them anywhere else, can you? The only exportable resource in SL is creativity itself, and, like I said, the fact that it's not easy to make a living as a pure creator is not a problem unique to Second Life.