Money makes the Web go around

dragoneating1There are two phenomena that I find particularly fascinating, namely money (don’t we all), and addictive behaviour (my last book was a biography of a drunk). Imagine my surprise when I recently found these two topic coming seamlessly together on the web in China.

Addictive behaviour is displayed by many web users, particularly in respect of gaming, social networking and on-line gambling. With Yidong Liu (a colleague visiting from China), I was studying the problem in Chinese children. We soon came across some reputable research that showed well over one in eight children exhibiting so-called Internet Addiction Disorder (IAD)! 

So concerned are the Chinese government that they have been forced to act. The seven major games manufacturers in China have incorporated government-sponsored software in all of their games that prevents children playing any one of their games for more than three hours in any eight-hour period. Surely, even nine-hours game playing per day is too much. However, not satisfied, children have responded by swapping between multiple game identities every three hours, or they simply move on to a different game whenever they are closed down. One small-scale investigation of just 273 students at the East China University in Shanghai identified a clear correlation between IAD and poor examination performance: 80% of drop-outs were blamed on IAD. 

On leaving school, having spent hours daily staring at screens, they have e-learned that this behaviour is normal. Then young men (it is usually men) enter ‘dead-end’ jobs, staring at yet more screens. In China, so called ‘gold farms’ are springing up, where they spend upwards of 12 hours a day in sweat-shops playing on-line PC games like World of Warcraft to earn WoW gold by slaying virtual monsters. This ‘gold’ is then sold on for real dollars and euros to cash-rich Western players who want to progress through the game without putting in the same amount of time and effort.

vicious-cycle

The appetite in China for PC games is enormous. To quote Richard Ji, an analyst from Morgan Stanley: “They have what I call the largest virtual park in China. And in China, the No.1 priority for Internet users is entertainment; in the U.S., it’s information. That’s why Google is dominant in the U.S., but Tencent rules China”. Q-coins, the on-line currency of ‘Tencent’, allows access, via their website QQ.com, to numerous on-line games across China, in particular the QQgame. 

Every registered player is given a QQ-number, and with this Q-coins may be purchased using RMB Yuan. By June 2006, 549 million users were registered, with 220 million using their QQnumber at least once a week. Q-coins are used quite legitimately to buy the game-coins for use in other games. Winnings may be legally exchanged back into Q-coins, but NOT into RMB Yuan – the official Chinese currency. However, secondary markets for Q-coins have appeared, and a black Market in this on-line currency is thriving. 

The Central Bank of China has even warned that Q-coins have the potential to become disruptive to the official currency!

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