18.3 Work in the United States

By the end of this section, you should be able to:

  • Describe the current U.S. workforce and the trend of polarization
  • Explain how women and immigrants have changed the modern U.S. workforce
  • Analyze the basic elements of poverty in the United States today
People attend a job fair. Several rows of tables are set up in a college gymnasium, and people walk between them and speak to each other.
Figure 18.10 Many college students and others attend job fairs looking for their first job or for a better one. (Credit: COD Newsroom/flickr)

The American Dream has always been based on opportunity. There is a great deal of mythologizing about the energetic upstart who can climb to success based on hard work alone. Common wisdom states that if you study hard, develop good work habits, and graduate high school or, even better, college, then you'll have the opportunity to land a good job. That has long been seen as the key to a successful life. And although the reality has always been more complex than suggested by the myth, the worldwide recession that began in 2008 took its toll on the American Dream. During the recession, more than 8 million U.S. workers lost their jobs, and unemployment rates surpassed 10 percent on a national level. Today, while the recovery is still incomplete, many sectors of the economy are hiring, and unemployment rates have receded.

Sociology in the Real World

Real Money, Virtual Worlds

The cover of the video game World of Warcraft, including a green, fanged ogre, is shown here.
Figure 18.11 In a virtual world, living the good life still costs real money. (Credit: Juan Pablo Amo/flickr)

If you are not one of the tens of millions gamers who enjoy World of Warcraft, Final Fantasy, Fortnite, Apex, or other online games, you might not know that for some people, these aren't just games: They're employment. The virtual world 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. Scarcity of any resource, be it food, oil, gems, or virtual goods, drives supply and demand. When the supply is low, and demand is high, people are often willing to pay to get what they want. Even though the games offer enjoyment, scarcity builds tension and leads to a greater sense of satisfaction.

So how does it work? One of the ways to make such a living is by farming, gathering, or crafting certain resources, such as mining a particular ore or building a product to sell. The buyers are those looking for a competitive edge or who simply don't want to spend their time on those tasks. Other methods include power leveling, in which one person may pay another to play the game for them to acquire wealth and power in the game environment. As you may have read in the chapter on Media and Technology, an online presence can also pay dividends from advertisers or even directly from fans. Highly popular players stream their gameplay on Twitch and other services; others offer coaching, game guides, or reviews.

Then there is prize money or other compensation. Gaming tournaments may offer monetary awards to the winner. Finally, the growth of college and professional esports indicates that monetization and virtual/real-world crossovers are going to be continually lucrative in the form of sponsorship, prizes, and scholarships.

This lesson has no exercises.

The content of this course has been taken from the free Sociology textbook by Openstax