In the journal article “Parlaying Value: Capital in and Beyond Virtual Worlds”, the author Thomas Malaby discusses three forms of capital in the synthetic world. Synthetic world is another way of saying virtual world however, Malaby uses the term synthetic instead of virtual, because it shows that the world in question is made by humans. He states that the term virtual although can be seen in a positive light for giving an image, it is also a term that created the real vs unreal division.
In his article, Malaby discusses how synthetic worlds although are unique, are not
separate from the physical world. In these synthetic worlds, more specifically
in games, things such as romance, friendship, and even markets can exist. Through
the markets come the forces of supply and demand and as a result, the economic
system of market capitalism is becoming more common. However, as stated above, that is not the only form of capital that exists. Social capital is where
people make a network of connections with others, whether it is through the use of
something or because of similarities. The final form of capital, cultural
capital, is where people form and gain status.
Human
capital is the first form of capital.
Capital, Malaby states, is another way to state resource for action. The
human resource of action then develops into the three different forms of
capital as a product. This process of action does not only
include labor, but exchange and interpretation, “market capital includes
commodities and currency; social capital includes connections; and cultural
capital includes competencies, credentials, and artifacts” (Malaby 2006).
In order for readers to get a
further understanding, Malaby breaks down the forms of capital and puts them into context. Market capital can be seen in products and services, basically things
of monetary value. Synthetic worlds like the ones with MMORPG format, have the
ability to create shortages in the way they make and buy things. The products
can also not be recreated easily. Malaby
explains that is why the commodities in these worlds hold such great
importance. Since they are limited and their value cannot be replicated, the
items become a label of what your status is. However, these items can be used
to people’s advantage. For example, people can use their connections, and or
their hacking skills to obtain the product.
Things work a little
differently in Second Life. Second Life is a 3D virtual reality in which people can interact and socialize with one another. In Second Life, users are able to create their
own material. They are in charge of the material and can agree or disagree to its
use, duplication and whether or not it can be transferred; as a result of the
system, the distribution of the product is inexpensive. This is where cultural capital
comes into play. The market value of the products depends on its cultural
capital. Ultimately, a product is as important as one deems it.
Social
Capital is different from market capital, as it is not about
commodities. Social capital is more about the relationships formed. The relationships must be kept well, as they can give one access to friendship, assistance, resources, etc. Social capital can parlay into different types
of capital. Social capital exist in games such as World of Warcraft (WoW), as the participants exchange materials of value like items needed for the game. They also exchange
currency. They do this through a social network within the game which
demonstrates how social capital can parlay into market capital. In Second
Life, Malaby gives an example of Cory Doctorow who distributed his book through
his community for free. Although, there is no market capital present, this
example demonstrates how social capital parlays into cultural capital.
Cultural
capital is what an individual and or group finds to be important. This can be
anything from one’s status, knowledge, to things like valuable objects. There are three
forms of cultural capital: embodied, institutionalized, and objectified
cultural capital. Embodied cultural capital is about one’s own personal knowledge.
Institutionalized cultural capital can be seen with credentials or proof of
status such as a license. Objectified cultural capital can be seen with objects
which have some type of importance. For example, in games like WoW, certain
items can have a certain status attached to them based on its rarity or price.
The objectified cultural capital is an important aspect in
the game Tringo. The creator of the game Kermit Quirk, uses the trading card as a tool to give out
knowledge about himself and his credentials. This allows an individual to learn
about skills, money, social networks and even money. One can use this
virtual reality and parlay it into different forms of capital. All the forms of
capital can be somehow interrelated and span off from each other. Malaby
explains how the Second Life can not only be a place where different forms of capital
can parlay into one another, but rather across domains. It blurs the line
between the virtual and physical realm. Nonetheless, more research needs to be
done on this topic in order for more to be known. The focus of the journal article
was not on the difference between virtual and physical but rather human actions
across different domains. By looking outside the synthetic and physical world, researchers can learn about the social processes and actions of humans.
Sara Nur
Malaby, T. "Parlaying Value: Capital in and Beyond Virtual Worlds." Games and Culture 1.2 (2006): 141-62.
Malaby explains his preference of the term "synthetic world" compared to virtual world slightly different then the explanation you are giving. It is not that "things such as romance, friendship, and even markets can exist" within the synthetic world, it is that these exact same structures exist and transcend the synthetic/virtual world. In this area of his article he is grappling with the perception that the use of the term "virtual" implies that it is less real than the physical world. This is why he suggests that instead of using virtual world, we should instead use the term synthetic world. (Malaby 2006:144-145)
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