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Jumat, 06 Juli 2012


‘DEWA’ AND ‘JOKI’: A STUDY OF MODERN CAPITALISM IN GRANADO ESPADA ONLINE INDONESIA


Wynne Ert

Abstract
Massively Multiplayer Online Game (MMOG) has become a lifestyle in Indonesia. Nowadays, playing online game is no longer motivated by leisure needs only. But it always followed by the second motive, that is to pursue economical needs. In contrast with its free-to-play feature, online gaming players tend to execute profit making activities. Therefore, this study is conducted to analyze the behavior of MMOG players at negotiating capitalism inside its virtual world. It involves observation and in-game interview of certain players of Granado Espada Online Indonesia. The result supports commercialism and consumption culture. Thus, capitalism practices among players throughout the game are inevitable. MMOG players should, however, carefully manage their time and resources in order to adapt to this new form of modern capitalism practices and be able to act accordingly.

Keywords: Massively Multiplayer Online Role Playing Game, Commercialism, Modern, Capitalism.


Introduction
Leisure activities are a part of popular culture and it has been attached to our lifestyle. Conventionally, people tend to have it spent on either a vacation to certain exotic countries or even to more sophisticated countries. Today, as a part of modern society and supported by the advanced technology, a lot of people have started to spend their free time in virtual worlds, such as online gaming. In Indonesia, online gaming has become a practice of everyday life. Lytogame, one of the biggest Indonesian commercial online game vendors, provides 15 well known MMOG (Massively Multiplayer Online Game) which have being played worldwide, such as Ragnarok, Perfect World, Seal online, Luna Online, Granado Espada online, etc. In this study, the writer chose Granado Espada Online Indonesia. Aside from the fact that the creator of Granado Espada Online Indonesia is the same as the creator of Ragnarok Online, the most pre-eminent online game worldwide (Shiefield: 2012), Granado Espada Online Indonesia came to its own success soon after its first release in 2007 (Berger: 2011). The game has being played in numerous countries, such as Korea, Japan, North America, Europian Union, Taiwan, China, New Zealand, Australia, Singapore, Thailand, Philipine, Rusia, and Indonesia in 2010. Certain game features make this game more sophisticated and have a rather hard gameplay than the other game published by Lytogame. For instance, the Multiple Character Control (MCC) features where players have to control a group up to three characters simultaneously combined with complicated mouse and keyboard control. Because of these features require a high intelligence of the player and increase the tendency of individuality, Granado Espada Online Indonesia attracts older and more experienced MMOG players. This kind of MMOG players are dominated by adult, range from young adult until mid. adult. Therefore, the social environment inside the game is also dominated by adulthood.
Players of Granado Espada Online Indonesia may vary from the ordinary player with less intention to be part of the gaming community, for example the Joki until the influential high level players with sophisticated battle skill and equipments (Dewa). The Joki and Dewa are common address among Indonesian MMOG players. Each address has its own privilege and it is the proof of commercialization as one form of capitalist practices that emerges from virtual world. While the game is a free-to-play game, profit making can still be found in certain circumstances. A study by Holin Lin & Chuen Sai-Sun (2011) in their journal about Cash Trade in Free-to-Play Online Games, argues that the distinction between virtual world or the third world—the world that supposed to be an escape from contemporary life—and the real world is lessened when commercial mechanism is being practiced in the game.
To further our understanding, the writer explores players’ commercial behavior executed in the game and its contribution to the commercial mechanism in the real world. More specifically, this study has three objections, which are:
1.       to analyze how politics in Granado Espada Online Indonesia society works
2.       to reveal the element(s) which classify players in Granado Espada Online Indonesia, specifically the Dewa and Joki.
3.       to determine whether the behavior between the two different players (Dewa and Joki) has significant effect to their everyday life, aside from their life in the virtual world of Granado Espada Online Indonesia..
In investigating these questions, the writer conducted a qualitative research based on the ideology of capitalism. The writer specifies the term capitalism on the profit making behavior.
The data for this study is collected from the writer’s observation for over a year relating to the online gaming society. In-game interview from chosen players of Granado Espada Online Indonesia is also conducted to collect more reliable data from the players. In order to maintain the objectivity of this study, the writer specified the interviewee into two different types. First are the influential high level players with sophisticated battle skill and equipments (Dewa), for example the guild captain/members of the outstanding guild. And the other interviewee is the ordinary player (Joki), for example nobody.
The structure of the rest of the paper is as follows: First, it reviews extant literature relevant to online gaming culture, commercialism, and capitalism and then followed by the description of research methodology used in the study. Next, the findings are discussed and summarized. Finally the paper concludes the discussion of theoretical and managerial implication and direction for future study.
The Invasion of Real World Capitalism
            MMORPG is a game in which players create their own customizable characters in the form of avatars and explore the virtual worlds. The creation of these virtual worlds may be based on existing works: World of Warcraft, Lord of the Rings Online, Star Trek Online, completely original works: Ragnarok Online, Luna Online, Cabal, or they may even based on historical events: Granado Espada, Red Cliff, Three Kingdoms. Baruchnewmedia (2012) suggests similar traits of MMORPGs worldwide as follows:
1.      Character development. Players train their characters to gain level and experience. The character also allows players to interact with other players lively.
2.      Clan/Guilds. Players create communities via in-game guild/clan systems. It classifies players according to their ideology, hobby, or interest.
3.      Economy. MMORPG has a currency, for example Gold. And the exchange cost depends on traded items. With Gold, players can barter or trade with other players.
Johan Huizinga (1950) theorized that the act of play shall not connect with material interest and profit making practices. He suggests the term Magic Circle which has become a standard reference among game studies (e.g. Consalvo: 2009, Taylor: 2006, Lin, Sun: 2011, Harambam, Aupers, Houtman: 2011). The concept of Magic Circle was firstly introduced in 1938. It defined as “a special place in time and space created by a game” (Salen and Zimmerman: 2004, p. 79).
The growing influence of modern capitalism in virtual world is affecting in-game moral implication. Supposedly, the preservation of the traits above is negotiated within the Magic Circle. Along with MMORPG’s fast development, Magic Circle has been put under threat since ‘business becomes play’ and ‘play becomes business’ (Lasch: 1991: 102). Moreover, Edward Castronova points out that when the sense of playing erodes, the law, expectation, and norms of contemporary real world society will increasingly dominates the atmosphere of game world. Once that happened, living in the virtual world will no longer be any different from the real world. (2005: p. 76).

The Commercialization of Virtual World
Harambam, Aupers, and Houtman (2011) argue that no wealth or goods can be transferred from the ‘real’ world to the game world. Nevertheless, that does not stop the commercialization in the virtual world. Real Money Trading (RMT) is the most common issue shared in online gaming societies. It is also one of the ‘orders of commercialization’ suggested in the study, that is, real money trading. They also suggest that the concept of economic invasion is affecting its sense of enjoyment. Because of the “persistence” nature of MMOGs, online games have the potential to last longer than console or PC games. And players who are willing to spend a huge amount of time and money to manage their own perfect virtual life naturally create the value of game-related goods for economic exchange. However, such practices threaten Huizinga’s (1938) magic circle which protects the spirit of free play. Magic circle has two essential concepts, they are: the presence of a world that is not part of reality and the preservation of the game rules and regulations. The first concept is already dismissed since the commercial mechanisms blur the difference between real world and virtual world. The second concept is violated too, because in the terms and agreement, Lytogame forbids commercial activities without acknowledgement of the authority (Lytogame).

Gold Farming and Real Money Trading (RMT)
An article entitled New Media and MMORPGs introduces MMORPG as a new form of media just like web page introduced as a new type of document (Santini: p.85). It defines the main characteristics of MMORPGs altogether with its psychological, social, ethical, legal and economical Implications.
In the world of MMORPG, there are four main activities that players spend their time on, they are Leveling, Hunting, Vending, and Farming. The first two activities (Leveling and Hunting) preserve to gain experience (EXP) or to complete quests. And it engages players completely in the magic circle. On the contrary, the rest (Vending and Farming) is considered as the gold farmer's expertise and totally threaten the immersion of magic circle. Since the virtual goods can be traded with each other, players have the tendency to exploit this opportunity to make real life money. Farmers collect the 'gold' (in-game currency) or items then sell it to the gold-purchasing players. Because the process takes a long time, not all players are willing to become a farmer. This is not only affecting the in-game economic flow, but it also creates a social gap between the gold-purchasing players and the non gold-purchasing players. It means that the gold-purchasing players can accumulate their virtual wealth easily which giving them more advantages over the non gold-purchasing one. This case is just the same as the upper and lower class case in the real world. The richer a person is the more prestigious that person would become. And along with this prestige comes power. When a person has power, he may use it to become even more powerful so that he can make the most profit out of it (Martin: 2003)..
Furthermore in the article, the later concern of gold farming is that it is not different from drug trafficking. There is correlation of gold farmers and drug dealers and gangs in term of social interaction (Luke: 2010). However, gold farming may lead to virtual crimes. This can be done easily by hacking into another player account and take all of their virtual properties including the gold, then sell it back to other players. Another article written by Luke (2010) stated that on October 2010, an EVE Online player pulled off a massive in-game investment fraud which worth $45.000 in game currency.  
A study conducted by Lin and Lee (2011) about the identity of cyber worker, especially RMT worker (Gold Farmer). They find out that gold farming has become a complex economy system in which players with less time, skill, or patience can hire the RMT workers to collect in-game currency and items for them. Dibbell (2006) spent a year as an independent RMT worker, and he earned $4.000 per month. Because his income depends on his input, he has to 'play' the game more than 12 hours simultaneously every day. In addition, the study suggests three similar steps of RMT transaction, such as:
·         Seller posts prices or virtual currency exchange rates to a personal website or auction.
·         Buyers make payment by transferring money via credit card/debit card. They can also opt to do cash on delivery (cod) payment.
·         Finally, both parties arrange a meeting and log in to the game and complete the transaction.
Trust plays an important role in this kind of transaction. Since the exchanged items are virtual goods, the risk of fraud transaction is high. This is why game developers around the world prohibit RMT.

Research Methodology
The study is conducted as a qualitative research based on the ideology of capitalism, focusing on the profit-making practices. The data for this study is collected from the writer’s observation for over a year relating to the online gaming society. In-game interview from chosen players of Granado Espada Online Indonesia is also conducted to collect more reliable data from the players. In order to maintain the objectivity of this study, the writer specified the interviewee into two different types, they are the influential high level players with sophisticated battle skill and equipments (in Indonesia, such player is addressed as Dewa), for example the guild captain/members of the outstanding guild. And the other interviewee is the ordinary player with less intention to be part of the gaming community, for example the Joki.

Findings and Discussion
1.    Politics in virtual world of Granado Espada Online Indonesia
The Encouragement of Capitalism
In answering the question, the writer focuses on the main scenario of Granado Espada Online Indonesia. Although MMORPG such as Granado Espada provides their players with free access to play, the in-game cultural and economic system is contaminated by real world's vices of global capitalism. It is important to keep in mind that all forms of real world capitalism are based on the production of profit. In order to do so, land, labor, and capitalist goods are needed. These elements are confirmed in the introduction of Granado Espada Online Indonesia:
"...Ferrucio Espada dan ajudannya Jilberto Granado menemukan benua baru dalam petualangan mereka dan menamakannya Granado Espada..." [Land] "...Tanah yang belum terjamah, termasuk dengan ancient relic, mineral berkekuatan spesial, bentuk kehidupan yang langka, dan sumber daya yang melimpah..." [Capitalist goods] "...Para bangsawan dan rakyat biasa ..." [Labor].
So, the game offers land (Granado Espada) and capitalist goods (untouchable soil, ancient relic, minerals with special power, and unlimited resources) to be ‘capitalized’ by the players (labor). The scenario of the game also encourages players to be the capitalists of Granado Espada by conquering the lands. The Recoquista Agreement was issued by the Emperor of Vespanola. It suggests that she offered a big chance to every social class to change Granado Espada into their (the players) very own dream destination. Although the emperor said that all social classes are allowed to participate, practically most of the land is ruled by the Noblesse. Most of the safe areas (a battle free areas, such as Coimbra, Reboldeaux, Bahamar) are served under the Emperor's order. People who do not serve the Emperor stay in two safe areas called Auch and Ustiur. They are called as Republicans while the noblesse called as Royalists. Later, as the first step to be capitalists, the players will have to choose either to be royalists or republicans. Next, players whose united as a guild and had chosen side are encouraged to participate in an event called as Colony War. The rule is any guild that can conquer more zone maps is the winner. It means: more land, more resources, and more profit. But this is a weekly event (held every Saturday night at 20.00 - 22.00 WIB) in which the winner of the event can be different each week. So every guild that participates in the event has to build up power and become even stronger not only to maintain its colonized areas but also to conquer more areas. This is one example to drive player to be obsessed with greedy traits just like the game stated: "Rahasia benua baru ini menjadi obsesi tanpa akhir bagi para petualang."
The Monopoly Exercise: Taking Over the Recources
The second consideration that determines the politics in Granado Espada Online Indonesia is the basic rules that is shared and believed by players of Granado Espada Online Indonesia. The rules below is stated in the official forum of Granado Espada Online Indonesia in Kaskus website They are mentioned as follows:
·         Player shall have ''pasukan tiban''[1] in order to earn good money (vis)[2] in PA (Pulau Api)[3].
·         Player shall have good hacking ability so he/she can create a more sophisticated cheat engine software than the rival player in PA (bots[4]).
·         Player shall have an advanced computer components so he/she can run more than one Granado Espada program.
·         Leveling? Player shall go to voucher cave[5].
. In short, player shall own at least two or three computers to earn money (vis) and ridiculous amount of game points to increase your level. The tips mentioned above can also function as survival kit. Only players who follow those instructions faithfully can survive the game. It means, high level player with great amount of vis is considered as the survival, thus he/she deserves to be a member of the hall of fame. Earning fame is also equally the same with earning power. To have power means to be able to control the flow of the game including control of the equipments/cash price or even playing around with the destiny of lower level players. For example, you can hire the lower level player to be your ''pasukan tiban''  and make them work for you 24 hours a day or killing off weaker players as you pleased.
            A good example of player who applies the ‘survival kit’ faithfully is Sality, a guild leader and a high level player. He monopolizes a whole zone map in Pulau Api just for his own advantage. He puts at least seven different IDs to be his Pasukan Tiban. The IDs are scattered around the area and those IDs are doing gold farming activities for 24/7. All of the pasukan tiban are Sality’s IDs. Since one computer can only run one program of Granado Espada Online Indonesia, thus he needs seven different computers that run the game for 24/7. His pasukan tiban are controlled by bots, so he just needs to sit back and relax while keeping his eyes on the computers. He also does not necessarily need to be anxious for getting killed because, aside from the treasures whose monsters dropped, killing them also accumulates the experience (EXP) points that can increase the level of the characters. So theoretically, the longer the character kills monsters, the stronger it becomes. As a result, he becomes rich and strong at the same time. His revenues reach hundreds million vis or at least equals with Rp. 400.000 per week.
Because of this kind of behavior of the high level players, the low level players grow weary and tend to earn easy money (vis) by offering help to the higher level rather than to earn it themselves by hunting or completing quests. In Granado Espada Online Indonesia, there is an event called as Team Arena (TA)[6] every 08.00 pm and 11.00 pm each day. An hour before the event begins, high level players start to broadcast that they will pay player(s) who is willing to be a starter with fee about 8 million vis and a stayer for 10 million vis. Let us do the math; if one player becomes a starter in every TA, then it will be 8 million x 2 = 16 million vis. That is the minimum money they can earn in a day. Not to mention that they also earn good exp. points from doing TA since its objective is to kill monster bosses. Several players are also offering themselves to be the starter[7] and stayer[8] with competing fare. Almost all of the players who become the starter or stayer are low-level player/newbie. So, 16 million vis is enough to satisfy them. But for the high level, such amount of money (vis) is nothing. It is because just by completing one TA event, they can earn high level or even rare equipments and items that can reach hundreds million vis when sold out. The more vis they have the more power they have in hands.

2.    Classification of the empowered and disempowered player of Granado Espada Online Indonesia
Dewa: the Superior Player vs. Joki: the Inferior Player
Based on the findings on the first research question, players of Granado Espada Online Indonesia can be classified into two different types. The first one is the empowered player and the second one is the disempowered player. The empowered player is a player who gained power by having ridiculously huge amount of money (vis) and sophisticated rare equipments and goods, Indonesian gamers addressed it as Dewa (God), while the disempowered player is a low-levelled player who does not have intention to be part of the gaming community or usually called as Joki.
In order to become a Dewa, player has to have a lot sum of money, both vis and rupiah. When a player have great amount of vis, he/she can buy rare items/equipments that is usually ridiculously expensive. And having a lot of rupiah means that the player is able to buy game points[9] which are exchangeable with certain virtual equipments or goods sold by the vendors, in this case Lytogame.
On the other hand the Joki does not have that kind of ability, so he/she created her/his own way in order to gain profit. Since PA and game events such as TA is at the hands of the Dewa and there is no way for the ‘weaklings’ to breach in, therefore the game is no longer fun for them. The Joki players’ objective is no longer to play for leisure but rather for the pursuit of economical needs. Their objective is then to earn easy money from the empowered players. As mentioned above, one of the efforts is by offering themselves to be starter or stayer in TA. The other one is to offer leveling up service to the Dewa who has money and well-equipped but does not have time to play the game because of his/her real life business. A professional Joki is paid Rp. 150.000 a day to do the service. But since the Joki has to play the Dewa's mighty character, this kind of job is quite risky. Firstly, the Joki has to stand by in front of the computer for as long as the contract requires him to. He/she also has to be well-behave for he/she is playing someone else’s ID. Not to mention that any lost items or money (vis) will surely discard the Joki's credibility and usually ends up blacklisted.

3.    Significant effect(s) of the in-game empowered and disempowered player in real life
The Reversed Capitalist
One common rule of the in-game politic of empowered and disempowered player of Granado Espada Online Indonesia is that the one who is empowered has the advantage in taking over the society and economical flow in the virtual world, while the disempowered one just being left. Actually, this rule of virtual world is not different from rule in the real world. According to Martin (2003) in Interpreting Everyday Life and Culture, the disempowered one is the one who gets hegemonized.
While the in-game rule gives privilege to the empowered player, it is very distinctive with what happen in the real world. In the real world, the empowered player actually is the one who being commercialized and hegemonized. It means, they are the ones who spend more real money. Below are the prices lists of game points sold by Lytogame, these coins can be spent on all mall items[10] in the online games published by Lytogame, including Granado Espada Online Indonesia.
Game On Voucher
Cost
2.500 coins
Rp. 10.000
5.500 coins
Rp. 20.000
10.000 coins
Rp. 35.000
20.000 coins
Rp. 65.000
57.000 coins
Rp. 175.000
Table 1 Game On Voucher List
The mall items typically classified into two types, they are the appearance items and the performance items. The appearance item is the item which is used to make the avatar aesthetically more fashionable, but it has minor impact of increasing the status or skill of the player.
Mall Items
Cost
Features
Endurance
Masks, wigs, hats
1200 coins
HP boost +300
30 days
Eyeglasses
1250-2000 coins
HP boost +300
30 days
Costumes
6250 coins
HP/MHP boost +500, DEF boost +10
30 days
Permanent costumes
20.000 coins
No feature
Permanent
Costume package
20.000 coins
Costume set for certain character
Permanent
Raw materials
75-16.000 coins
Materials to forge quest items and upgrade equipments
One time use only
Pet Boxes
8000 coins
Pet creature
Permanent
Table 2 Appearance Mall Items
Unlike the appearance items, the performance item focuses on increasing the player’s status and skill ability significantly.
Mall Items
Cost
Features
Endurance
Potions
200-2000 coins
Various status and skill boosting effects
10 minutes, 1 hour, and 10 hours.
Mystery boxes
2.500-15.000 coins
Contains costumes
For 1 time use only
Packages
2.500-40.000 coins
Contains several status + skill boost items
For 1 time use only
Duration items
1000-20.000coins
Contains free pass and books that boost 10%-40% EXP and drop rate
1 day-30 days
Upgrading & Enchanting materials
3500-8000coins
Boost status & skill / HP of the upgraded equipment
For 1 time use only
Expert & Master scroll
8000 coins
Promote the level of the character.
For 1 time use only
Table 3 Perfomance Mall Items
A player has to spend at least 8.700 coins on appearance items for every 30 days. The MMC feature of the game required the player to use 3 characters, which are 8.700 coins x 3 = 26.100 coins or Rp.90.000/month. It is important to note that each Dewa may have more than 46 characters. So, a player has to pay Rp. 1.350.000/month to customize all of his characters. But since characters in Granado Espada Online Indonesia basically consist of five kind of characters (Fighter, Elementalist, Wizard, Range, and Melee), the cost of appearance mall items can be reduced into 43.500 coins/month or Rp. 150.000/month. Belmonth, A 43 level player spent about Rp. 500.000 each month just for the appearance items.
The amount of money spent on performance items usually are much bigger, because of the endurance of the items mostly last for one day/for one time use only. But recently, Lytogame released the mall items that can last for 30 days for more economic prices, for instance, Home Premium Expert, Perfect Warp Lisence 5, Perfect Warp Licsence 10, etc. These items become hot items among Dewa players. The average game points spent on these items reaches 40.500 game points. It means they have to pay for Rp.140.000/month. In short, the minimum amount of money a Dewa spent on both mall items is about Rp. 290.000/month[11].
Things that they bought using their cash are not merely mall items. Based on the rare items/equipments that players sell through in-game auction, the writer finds out that the cheapest items are Expert Rings cost 150 million – 500 million vis. Followed by Expert Armors that cost 400 million – 453 million vis. The most expensive one are weapon, Dragonic Fury Crossbow for 600 million vis and an upgraded Golden Fist for 1 billion vis. Meanwhile, the super rare items/equipments are being sold outside the built-in auction using real world currency. The cheapest one is a weapon called Constel that costs 1.500.000.000 vis or Rp. 150.000. and the most expensive one is an Expert Armor, ELN that cost Rp. 750.000. Vonz, a Dewa player, was able to spend nearly Rp. 50 million for the virtual goods because he was supported by his monthly income as a manager that reaches Rp. 20 million. Because of the Dewa players are able to pay a lot of real money to maintain their superiority and virtual prestige, most of them is rich people in real life. But most of them are acutely unaware to the fact that they are being hegemonized economically either by the game systems or the Jokis’
In contrast, although their existence is considered inferior, the disempowered players tend to be more realistic. The level of their characters is relatively lower than empowered players. But unlike Dewa players, they earn quite a great sum of real money. Because Granado Espada is considered complicated both in control or in-game missions rather than the other MMORPGs, players who play Granado Espada find it satisfying and prestigious when they are able to reach the highest position in the game society. The disempowered players see this motivation as a chance to earn profit from. Halim, a Joki, he was hired by a Dewa, to play the Dewa’s other Granado Espada ID for three months. He confessed that his monthly income reach Rp. 3.500.000. His daily fee is Rp. 150.000/day, usually he got hired for about 2 weeks each time, that is Rp. 150.000 x 14 days = Rp. 2.100.000. If he got hired for a month then his earning reached Rp. 4.200.000. Indeed, it was easy money considering that all he has to do is to ‘play’ an online game
Moreover, most Joki in Granado Espada Online Indonesia includes Halim, uses additional software created to hack the game called as NIX to make the job even easier. Players usually address the software as Bot. The application of NIX enables him to do gold farming activities at the same time while ‘playing’ as Joki. On the first release of Granado Espada Online Indonesia on August 2007, the exchange value per 1 million vis is Rp.50.000. At that time he could collect about 50 million vis in one week, it equals with Rp. 2.500.000/week or Rp. 10.000.000/month. Lately, he got a Kawasaki Ninja 250R from selling out his own characters includes all of its vis and equipments, or it equals with more or less Rp. 40 millions / 50 millions. Therefore, although being classified as the inferior within the virtual society, Joki is actually the one who gained a lot of real money by engaging themselves into the virtual world.

Conclusion
            The goal of this study was to analyze the behavior of Granado Espada Online Indonesia players in negotiating modern capitalism inside its virtual world. The commercialization of a free-to-play MMOG, such as Real Money Trading (RMT) divides players into two distinctive types. The first one is the Dewa player or the empowered player or the gold-purchasing player or the superior. The other one is Joki or the disempowered player or the gold farmer or the inferior. Determining the amount of real money that Dewa player has spent only to maintain their virtual prestige or privilege, and the amount of real profits that Joki players earned from the virtual goods, online gaming can be argued as another system of modern capitalism that exists within human life. As stated in the previous study (Lin, Sun: 2011) about RMT, the concept of economic invasion is affecting the sense of enjoyment in playing MMOGs. Consequently, the preservation of Magic Circle (Huizinga: 1963) of the game is being put on the line. Furthermore, the study finds out that such virtual social classification is inversely proportional with the one portrayed in real life. Even though Dewa is classified as the superior class in the virtual world, their achievement is merely just a fake prestige. In the end, Dewa players are the one who ends up commercialized and hegemonized. Unlike Dewa players, Joki players as the inferior class do not share the same privilege as the superior has. But, despite of wasting money, they chose to become gold farmers and earn real money by profiting from the system itself. As Lin and Lee (2011) suggest in their study, the Gold Farmer (RMT worker) sees MMOG as an opportunity to turn this internet-based hobby into self-employed occupation. In addition, the execution of the profit making practices is also a form of resistance towards the regulation of Lytogame that tends to commercialized players through the sale of game points. However, to measure a broader critical threat of capitalism towards the virtual world of MMOGs, a larger sample is needed in order to run more powerful analysis accordingly. Therefore, future studies should incorporate more samples and more thorough observation that involves not only one or two participants, but MMOG players as a whole. The current research is limited to the aspect of economics, business, and ethical implications (i.e. RMT and Gold Farming). Future work should examine other potential factors that might influence the invasion of real world capitalism towards the virtual world of gaming. In particular, involving social, psychological, moral, or legal implications to the raise of ‘virtual capitalism’ may offers fruitful avenues for future research.

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[1]“Pasukan tiban” consists of a group of players who stay in Pulau Api and hunting down monsters to get items dropped by the monsters. One group can be extended up to 12 players and one map ussually consists of 4-5 groups. Generally the member of the group use characters that can spread out torrets all over the map. The higher the torrets level are, the bigger chance for the dropped items to belong to the player.
[2] Vis is the non-commercial currency in Granado Espada Online Indonesia. The commercial one is called as  Feso. To earn 100.000 Feso you have to buy an Item Mall that cost for 2.500 game points/ Rp. 10.000.
[3] Pulau Api (PA) is the most crowded virtual location/map in Granado Espada Online Indonesia. Many players hunt there 24/7 non-stop to earn precious dropped items. Because the monsters are easy to kill, re-spawn time is short, drop rate is great, and the drop items produce vast amount of vis, PA becomes the perfect place for those who want to be rich in an instant. It has three maps and the capacity Is 14 players per map. Recomended for player at level  80-127.
[4] Bots is a software that is created to hack the game script and changes certain parts of the scripts, so that it can take over the actions of the characters. It is like the auto-pilot feature on an airplane.
[5] Voucher cave is a metaphor created by players of Granado Espada Online Indonesia. It refers to the locations/maps, usually in form of caves or dungeons, that require a special key to enter into the map. That special key is one of the virtual goods that purchaseable by using game points which is sold by Lytogame and called as the Game-On Voucher.
[6] Team Arena (TA) is a daily event in Granado Espada Online Indonesia and is held every 08.00 pm and 11.00 pm every night. It consists of maximum 12 players which is devided into two teams: the blue team and yellow team. Each team has the objective to kill Dios Lantern, the main monster boss, that stays at the rear base of each team. In doing so, players have to go against other players from opposite team, and the sub-monster bosses that guarding each passage way. Each time a player kills another player/monster boss, he will get TA coins and equipments. And when they succeed in killing Dios Lantern, it will drop a lot of very rare precious items. Recommended for player at level 100-120.
[7] Player whose only required to stay for ten minutes inside the Team Arena map. The aim is to fullfill the event regulation where it has to cotain at least 3 players each team for about ten minutes after the event started. Otherwise the event will automatically cancelled. Each event can have at least two stayers each team.
[8] Player is required to stay inside the Team Arena map from the beginning until the end of the event  or until one Dios Lantern is killed. The estimated time is about 30-120 minutes. Each event only need one stayer.
[9] Game points can be used to buy mall items/commercial items sold legally by Lytogame.
[10] Mall items/Cash Items are commercial virtual goods produced by game devloper as additional items to help players in levelling up their characters. To get Mall Items, players have to buy game points using real money.
[11] The amount of money is only estimated calculation based on mostly exchanged mall items. Each player’s outlay can be bigger or smaller because of the interest on the items may be vary from one with another.