In 2005, Bannon helped secure approximately $60 million from Goldman Sachs and other investors for Internet Gaming Entertainment, a Hong Kong-based company that employed low-wage Chinese workers to play World of Warcraft for in-game currency. The virtual gold and items were then sold to players for real money, a practice known as gold farming. Many gamers regarded the business as cheating or as an intrusion that damaged the game’s economy, while Blizzard Entertainment eventually shut down accounts associated with the operation. IGE also faced a class-action lawsuit from a player who argued that the company’s practices substantially impaired the enjoyment of the game. The business model faltered, but Bannon later became fascinated by the online communities surrounding such games. He described their participants as 'rootless white males' with 'monster power' and said that, through Breitbart editor Milo Yiannopoulos and the Gamergate milieu, he realized this angry internet population could be activated for politics and Donald Trump. The episode became an unusual bridge between virtual-world commerce, online trolling, and the rise of digital populism.
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AI concept artworkArchive Record · 2000s
The Gold-Farming Empire That Built a Political Army of Gamers
Steve Bannon and Internet Gaming Entertainment / 2000s
In 2005, Bannon helped secure approximately $60 million from Goldman Sachs and other investors for Internet Gaming Entertainment, a Hong Kong-based company that employed low-wage Chinese workers to play World of Warcraft for in-game currency. The virtual gold and items were then sold to players for real money, a practice known as gold farming. Many gamers regarded the business as cheating or as an intrusion that damaged the game’s economy, while Blizzard Entertainment eventually shut down accounts associated with the operation. IGE also faced a class-action lawsuit from a player who argued that the company’s practices substantially impaired the enjoyment of the game. The business model faltered, but Bannon later became fascinated by the online communities surrounding such games. He described their participants as 'rootless white males' with 'monster power' and said that, through Breitbart editor Milo Yiannopoulos and the Gamergate milieu, he realized this angry internet population could be activated for politics and Donald Trump. The episode became an unusual bridge between virtual-world commerce, online trolling, and the rise of digital populism.
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