When someone hears that we sell digital items in our games for, at the high end, more than $500, I’m often responded to with questions along the lines of, “Why would anyone buy something that doesn’t exist?” After I quietly sigh to myself, the resulting exchange might go as follows:

Me: Listen, understanding why people value digital items is no more difficult than understanding why people value physical items. It just involves abstracting the idea of value a bit more than you currently consciously do, but not more than you actually do.

Person: Um..

Me: Ok, first, consider that money itself is completely virtual. The paper you hold has no inherent value and serves merely as a symbol of the value itself. That paper hasn’t been backed by anything physical (like gold) in the US since Bretton Woods fell apart in ‘71. Money is entirely virtual and exists only by consensus enforced by the threat of physical force. In no way does the physical object represent any appreciable amount of the value of a $100 bill. What would you use a $100 bill for if the pattern of ink on it wasn’t exactly the same? You’d burn it for fuel or throw it away. In either case, it has virtually no value on its own.

Ok, ok, I admit: This isn’t a real conversation. It’s just a chance for me to present, in brief, the basics of why people value digital content like a virtual sword. Why do you have to be such a whiny little bitch? Why can’t you just accept my sage-a-liciousness and pit me a grape or two? I so enjoy a nice grape. Back to our blatantly fake conversation.

Person: Well, but that’s not a good analogy. Everybody uses money. The fact that money has value is essentially, and literally enforced at the barrel of a gun. The taxman says you will pay him in currency and that your in-kind trades will be valued in currency.

Me: Sure. Money is just the most extreme example. Let’s take a less extreme example. Golf.

Narrator’s note: For those who don’t know the game, golf is a sport involving some metal or wooden sticks, some round ball-type thingies, some holes, and a whole lot of unathletic pretension. It’s sort of like bowling, but for the yacht and horsie set.

Person: Golf? What in the Sam Hill does that have to do with anything?

Me: How much would you pay for 10 awkwardly-shaped metal sticks that had virtually no recycle value?

Person: Ok, I get what you’re saying, but still, when I buy a new driver, I have something physical. I can hold it in my hands, I can put it in my house.

Me: So the context, in that case, that creates value for you is the physicality of it, right? If you can’t touch it, feel it, hold it, lick it, make love to it, it can’t have value?

Person: I don’t do my golf clubs, dude. You’re a sick mofo.

Me: Physicality is a feature. It’s not the thing. That sounds incredibly over the top, but it’s true. It’s the invisible, non-physical, completely virtual context that creates almost all of the value for a golf club or a virtual sword. If you didn’t have the context that is the game of golf and the cultural institutions built around it, those golf clubs wouldn’t fetch $1. As it is, they go for thousands at the high end.

And that’s it. That is literally all there is to it, and don’t let anyone tell you otherwise. When people ask me why virtual items have value, I give them the golf analogy (shortened version), and explain that just as golf’s context has been strengthened by both physicality (an attribute rather than a fundamental, though I realize that sounds either stupid or pretentious to a lot of people) and popularity, so goes virtual item sales in MMOs. People pay for items because the context, which is the game world and community, has been strengthened to the point where they are willing to.

The context is the value. It’s not the item itself. The item only has value when reflected back from the context. Remove the context and you remove the value. Shut down World of Warcraft and your items have just as little value as your golf clubs would have if every culture on earth suddenly lost all interest in golf. The difference, then, in terms of the value of the items is in the fragility of the context. WoW is more fragile than golf, because the points of failure in WoW (Blizzard decides to shut it down for instance) are much more common than in golf (hard to see how golf would suddenly lose its cultural value).

Just remember that if you sell digital content in a game: The context is the value.