The ethics of social games and how mass culture killed the auteur
virtual-economy.org
virtual-economy.org
On the other hand, I'm sincerely worried that taking the craftiest engineers/marketers available and iterating directly on people's psychological levers risks creating an industry based on exploitation. I'm playing a particular Facebook game at the moment -- market research, I swear! -- and there are some game mechanics which I can only describe as darkly brilliant. I'm not going to dumb down "evil" by describing pay-for-roulette-disguised-as-treasure-chests as evil, but half of my brain is saying "That is Magic cards without the paper -- profitable, but not odious" and the other half is saying "You'd be afraid of running queries telling you who are buying those for fear of what you'd find out about 90% of sales."
Then again, I am struggling myself to come up with much positive(longer term, not in the sense of immediate satisfaction from the Skinner box) for virtual goods, as they are being sold.
"And just as with other goods and services, it is possible to use virtual goods in business that contributes positively to people's lives, as well as in business that exploits people and harms them."
I went through the PhD thesis - http://info.tse.fi/julkaisut/vk/Ae11_2009.pdf of the author looking for the positive examples, but could not find any.
People buy fancy cars/houses/clothes to one-up others all the time. Why not buy some virtual gold/farm-goods.
Gambling is an apt comparison as these games are designed to be highly addictive. We have regulation in gambling, why not also regulate this highly addictive behaviour?