Such “social gaming” often amounts to a breathtaking parody of the fantasy underpinnings of our consumer economy: inessential wants are conjured—for the first time, totally imaginary wants—and turned into lucrative needs. There’s also the part that parodied the global sweatshop economy: American players started paying real money to low-wage workers in China, including labor camp inmates, to do online “gold farming” for them, the tedious game-world work that generates virtual currency.