In 'Virtual Liberty: Freedom to Play in Virtual Worlds', Jack M. Balkin predicted that MMORPG technologies will soon be adopted for non gaming enterprises, leading to a more diverse future for virtual worlds:
'As multiplayer game platforms become increasingly powerful and lifelike, they will inevitably be used for more than storytelling and entertainment. In the future, virtual world platforms will be adopted for commerce, education, military, professional and vocational training, for medical consultation and psychotherapy, and even for social and economic experimentation to test how social norms develop. Although most virtual worlds today are currently an outgrowth of the gaming industry, they will become much more than that in time.'
Many virtual worlds already defy strict categorization as games, serving more as extensions of reality than escapes from it. Edward Castronova has defined two memes at work within virtual worlds: virtual worlds as play spaces and virtual worlds as extensions of the Earth. He posited that official knowledge of each world's status as 'open' or 'closed' could help closed worlds guarantee their users' rights to play by protecting them from the interventions of Earth law. While it may be a useful exercise to define the open or closed qualities of MMORPGs, the worlds know as 'social virtual worlds' actively resist this type of binary classification system by maintaining deep ties to the offline world while still functioning as play spaces. In this paper, the author discusses the ways in which the cultures of play in social worlds differe from those found in gaming worlds and provide several examples ofhow these cultures of play rely specifically on constant reference to the offline world.