Posted Tuesday, June 27th, 2006, at 12:39 pm Eastern by Mark Wallace

[But only because “How Much For That GuruBall In Your AlienPants?” didn’t fit on one line.] Reader Tom Gordon of AlienPants writes in reference to a recent 3pointD post on some Amazon.com employees who are trying to connect their service to the virtual world of Second Life. He makes an interesting point about pricing goods and services in SL. His thoughts after the jump:

A little over a year ago I integrated one of my own real-world services into SL. For the past few years we’ve been running a live-response game cheats service via premium SMS, and I wrote a little SL application that hooks an SL prim (a GuruBall) into the service, allowing anyone within SL to ask a question of the GuruBall, and have it answered by a real person somewhere outside SL. Bridging from SL to the real world proved to be fairly trivial in the end, even with SL’s old architecture at the time (limited scope XML-RPC interface).

Whilst it all worked fine, the paradigm broke down when it came to pricing: Pricing the responses at an equivalent level to the real-world version was too expensive in L$ for people to use the service, whilst at the same time pricing the service at an acceptable level in L$ would have meant making a real-world financial loss every time someone asked a question. So we shut down the service (well, it’s still there, just not being used).

While I understand that L$ can be exchanged quite easily for US$, I think there is still an issue with the perceived value of virtual money as opposed to real money, and I wonder what impact the introduction of real-world prices [Tom’s talking about Amazon here] will have on a virtual economy.

I’ve wondered something similar myself. SL pricing is, at the moment, very sticky. Despite fluctuations in the L$/US$ exchange rate, most SL vendors are exceedingly reluctant to raise prices enough to keep pace with changes in the valuation of the currency. As Celebrity Trollop pointed out in a 3pointD comment thread, this may begin to change if a substantial number of SL vendors adopt the VendeX system, which automatically pegs your L$ prices to the US$. But this would probably still keep prices for prim fashions and the like relatively low, as they probably should be. The friction comes when you try to price a real-world service in an atmosphere of virtual goods. I’m not sure what AlienPants was trying to charge for their GuruBall service, but I can well imagine it might have appeared quite high when compared to prim goods that often cost 50 cents or less.

Pricing, of course, was probably not the only problem faced by GuruBall. I’m not sure what the service provided in terms of SL information that was better than what the Live Help system provides for free (if somewhat rudely, at times). But that’s not the point of this post. The issue here is how SL residents will take to real-world prices coming into their world. SLBoutique already sells some real-world goods that are priced in L$, so it may not be as terribly jarring as one might expect. But I’d wager that “virtual” culture will keep real-world prices depressed for some time, until (if) SL becomes more integrated into the real world through the kind of better Web hooks currently in development.


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