China Struggles to Evolve in the Age of Online Gaming

Worldofwarcraft_chinaChina is an interesting case, a society where strict cultural censorship gives way to a vibrant community of online gamers. But this online freedom only exists up to a point, as both Google and World of Warcraft can attest.

China's educated middle and upper classes are voracious online gamers, and many are unhappy with several proposed changes to the popular Chinese online game "Legend." This caps off a tumultuous few months for a Chinese government struggling to come to terms with the emergence of virtual worlds.

Let's take a look at why some Chinese gamers are staging virtual world protests, and why the Chinese government is moving to shut down offending servers in a bid to control the potential threat of unchained protest.

Continue reading China Struggles to Evolve in the Age of Online Gaming

Is Virtual Shopping the Right Fit for Connected Consumers?

N136187401189_1337 Millions of virtual worlds users around the world are used to buying things in-world.

Whether the purchase is a sword or a snowboard, virtual worlds have successfully integrated markets into gameplay.

Now one company wants to see if virtual consumers will show the same willingness to spend real money shopping in virtual mock-ups of real cities.

Pixels and Policy looks at how a new project plans to redraw the boundaries of virtual shopping. But is it what consumers are looking for?

Continue reading Is Virtual Shopping the Right Fit for Connected Consumers?