Introduction to Sociology



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Mod 16 Work Economy

The Changing Workforce


The mix of jobs available in the United States began changing many years before the 2008 recession, and, as mentioned above, the American Dream has not always been easy to achieve. Geography, race, gender, and other factors have complicated the pathway to success. More recently, the increased outsourcing—or contracting a job or set of jobs to an outside source—of manufacturing jobs to developing nations has greatly diminished the number of high-paying, often unionized, blue-collar positions available. A similar problem has arisen in the white-collar sector, with many low-level clerical and support positions also being outsourced, as evidenced by the international technical-support call centers in Mumbai, India, and Newfoundland, Canada. The number of supervisory and managerial positions has been reduced as companies streamline their command structures and industries continue to consolidate through mergers. Even highly educated skilled workers such as computer programmers have seen their jobs vanish overseas.

The automation of the workplace, which replaces workers with technology, is another cause of changes in the job market. Computers can be programmed to do many routine tasks faster and less expensively than people who used to do such tasks. Jobs like bookkeeping, clerical work, and repetitive tasks on production assembly lines all lend themselves to automation. Envision your local supermarket’s self-scan checkout aisles. The automated product scanners, card readers, and change dispensers can largely take the place of paid employees. Now one cashier can oversee transactions at six or more self-scan aisles, which was a job that used to require one cashier per aisle.


REAL MONEY, VIRTUAL WORLDS



Figure 2. In a virtual world, living the good life still costs real money. (Photo courtesy of Juan Pablo Amo/flickr)

If you are not one of the tens of millions gamers who enjoy World of Warcraft or other online virtual world games, you might not even know what MMORPG stands for. But if you made a living playing massively multiplayer online role-playing games (MMORPGs), as a growing number of enterprising gamers do, then massive multiplayer online role-playing games might matter a bit more. According to an article in Forbes magazine, the online world of gaming has been yielding very real profits for entrepreneurs who are able to buy, sell, and manage online real estate, currency, and more for cash (Holland and Ewalt 2006). If it seems strange that people would pay real money for imaginary goods, consider that for serious gamers the online world is of equal importance to the real one.


These entrepreneurs can sell items because the gaming sites have introduced scarcity into the virtual worlds. The game makers have realized that MMORPGs lack tension without a level of scarcity for needed resources or highly desired items. In other words, if anyone can have a palace or a vault full of wealth, then what’s the fun?


So how does it work? One of the easiest ways to make such a living is called gold farming, which involves hours of repetitive and boring play, hunting, and shooting animals like dragons that carry a lot of wealth. This virtual wealth can be sold on eBay for real money: a timesaver for players who don’t want to waste their playing time on boring pursuits. Players in parts of Asia engage in gold farming and play eight hours a day or more to sell their gold to players in Western Europe or North America. From virtual prostitutes to power levelers (people who play the game logged in as you so your characters get the wealth and power), to architects, merchants, and even beggars, online players can offer to sell any service or product that others want to buy. Whether buying a magic carpet in World of Warcraft or a stainless-steel kitchen appliance in Second Life, gamers have the same desire to acquire as the rest of us—never mind that their items are virtual. Once a gamer creates the code for an item, she can sell it again and again for real money. And finally, you can sell yourself. According to Forbes, a University of Virginia computer science student sold his World of Warcraft character on eBay for $1,200, due to the high levels of powers and skills it had gained (Holland and Ewalt 2006).


So should you quit your day job to make a killing in online games? Probably not. Those who work hard might eke out a decent living, but for most people, grabbing up land that doesn’t really exist or selling your body in animated action scenes is probably not the best opportunity. Still, for some, it offers the ultimate in work-from-home flexibility, even if that home is a mountain cave in a virtual world.



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