The problem with what you're saying is that a lot of teenage guys wouldn't be able to afford Everquest characters, or have a lot of funds in the first place (there are usually more important things, i.e. a car, girlfriend, apartment perhaps, fund, etc.) I can see where you're going, but it looks like a dead-end road...although perhaps the type of 'middle-30s' person you're talking about is right on the mark in this case.
There are actually quite a few reasons for female avatars selling for slightly (or significantly, in some cases) less than males...but these don't apply in any way, shape, or form to the real world. Well, there is one way. Female avatars have a significantly lower market. And, however much I do/not/ wish to be sexist, it's a stereotype which bears some thought that women are far less likely to get so heavily into such games that they would cause physical or mental harm to themselves...or to spend more money than they would -need- to on such a game. (i.e. extra avatars or characters.)
Additionally, allow me please to state the following -- The choice of an avatar for a player is in no way an indication of a sexual preference. You may as well say that anybody who plays an online roleplaying game is a 300-pound 35-year old greasy-haired nincompoop who does nothing but sit at a computer, afraid to look outside! (With apologies to anybody who fits said description.) I play a female avatar from time to time in roleplaying games, particularly MUCKs -- I am a heterosexual male, and I try and play these characters to the best of my ability -- realistically, or to a reasonable degree of realism. Guess what? That stereotype has just been punctured.
On MMORPGs, a number of male players play female characters because, on MMORPGs, chivalry still holds true. Indeed, on the game "Ragnarok Online", the main reason for anybody playing a female character as a male was to gain items! (Indeed, players give items to females for free. Just for being cute. Surprised?)
Back to the main topic of the article itself. It's a game. Characters differ, and price can't really be used as a benchmark...but it -can- be used as a means of measuring supply and demand. With the statistics they were using, I can't imagine anything else. It can -not- be used to consider any market fluctuations, or gender differences, or anything else in that manner in the real world...well, unless you're talking about measuring gender differences in the number of RPG-playing gamers.
This is a great idea, but all joking aside it would most likely -not- prosper. First, there's too much in the way of sardonic treatment of the subject: the above posts, for one. Secondly...although Garriott's right on his point, it probably wouldn't be a good idea to define it as anything more than a loose simulation -- there's no way any game can incorporate every aspect of micromanagement and resources.
And what prospering game junkie would buy something titled "Iraq: Reconstruction" or the like?
As for stabilization, I hate to imagine what the state of Iraq if computer games were an accure depiction of reality. Ultima Online or Everquest, anyone? I'd hardly describe those as bastions of law and order.
Computer games might have some things similar with reality, but if you're going to use them for training, do it on either a smaller scale or a larger one.
The problem with what you're saying is that a lot of teenage guys wouldn't be able to afford Everquest characters, or have a lot of funds in the first place (there are usually more important things, i.e. a car, girlfriend, apartment perhaps, fund, etc.) I can see where you're going, but it looks like a dead-end road...although perhaps the type of 'middle-30s' person you're talking about is right on the mark in this case.
There are actually quite a few reasons for female avatars selling for slightly (or significantly, in some cases) less than males...but these don't apply in any way, shape, or form to the real world. Well, there is one way. Female avatars have a significantly lower market. And, however much I do /not/ wish to be sexist, it's a stereotype which bears some thought that women are far less likely to get so heavily into such games that they would cause physical or mental harm to themselves...or to spend more money than they would -need- to on such a game. (i.e. extra avatars or characters.)
Additionally, allow me please to state the following -- The choice of an avatar for a player is in no way an indication of a sexual preference. You may as well say that anybody who plays an online roleplaying game is a 300-pound 35-year old greasy-haired nincompoop who does nothing but sit at a computer, afraid to look outside! (With apologies to anybody who fits said description.) I play a female avatar from time to time in roleplaying games, particularly MUCKs -- I am a heterosexual male, and I try and play these characters to the best of my ability -- realistically, or to a reasonable degree of realism. Guess what? That stereotype has just been punctured.
On MMORPGs, a number of male players play female characters because, on MMORPGs, chivalry still holds true. Indeed, on the game "Ragnarok Online", the main reason for anybody playing a female character as a male was to gain items! (Indeed, players give items to females for free. Just for being cute. Surprised?)
Back to the main topic of the article itself. It's a game. Characters differ, and price can't really be used as a benchmark...but it -can- be used as a means of measuring supply and demand. With the statistics they were using, I can't imagine anything else. It can -not- be used to consider any market fluctuations, or gender differences, or anything else in that manner in the real world...well, unless you're talking about measuring gender differences in the number of RPG-playing gamers.
This is a great idea, but all joking aside it would most likely -not- prosper. First, there's too much in the way of sardonic treatment of the subject: the above posts, for one. Secondly...although Garriott's right on his point, it probably wouldn't be a good idea to define it as anything more than a loose simulation -- there's no way any game can incorporate every aspect of micromanagement and resources.
And what prospering game junkie would buy something titled "Iraq: Reconstruction" or the like?
As for stabilization, I hate to imagine what the state of Iraq if computer games were an accure depiction of reality. Ultima Online or Everquest, anyone? I'd hardly describe those as bastions of law and order.
Computer games might have some things similar with reality, but if you're going to use them for training, do it on either a smaller scale or a larger one.