Knowledge (XXG)

Virtual economy

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in-game currency. This also allows for games to maintain larger audiences of high-level players as they have the resources to buy membership with in-game gold from people who purchase and trade these items for gold. This also allows for an official conversion rate of in-game currency to real world currency to be established, though many 3rd-party item sellers will work to obtain the in-game currency needed to buy the membership items and sell them on 3rd-party markets at a lower real-world price than the official conversion rate. Many games who implement this monetization model often strictly prohibit 3rd-party real world trading and ban players who do so. Some examples of this form of monetization include Runescape's bonds and World of Warcraft's WoW Tokens.
1257:, players could trade these items, sell them in exchange for monetary credits which could only be used on Steam (from which Valve would take a cut of the sale), or receive them in promotions with other publishers of products they owned. This created a virtual economy around the game, as certain customization items carried status and recognition, giving them a perceived social value status. This created a virtual economy around items in the game, as some rare items, known as "unusuals" by the game community due to various special effects applied, and are seen as having high social value, had traded for as high as 1888:, will include a currency-based auction house, wherein players will be able to buy and sell in-game items for real money. Robert Bridenbecker, Vice President of Online Technologies at Blizzard, explained that the intent behind the effort is largely to reduce account thefts resulting from player interaction with third-party sites. An undisclosed fee structure including listing fees, sale fees, and cash-out fees will accompany the Auction House at launch, and all transactions will exist within the protected context of Blizzard's MMORPG. The "Real Money Auction House" (RMAH), as it is called by the 1386:
generating taxable income. However, for policy reasons, many commentators support some form of a "cash out" rule that would prevent in-game transactions from generating tax liabilities. Nevertheless, as one commentator notes, "the easier it is to buy real goods with virtual currency (e.g. order a real life pizza) the more likely the IRS will see exclusively in-world profits as taxable." The IRS had included in-game currency as taxable property in forms for calendar year 2019 reporting, but subsequently removed mention of them after complaints were filed about their inclusion.
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time-limited virtual goods, access to new characters or levels, large quantities of standard in-game currency, temporary boosts to the player-character's experience growth, or other goods that cannot be acquired with the common in-game currency. Once premium currency is purchased, it is rare for players to be able to revert the premium currency, or the goods purchased with it, back into real-world funds without selling it to other players through 3rd-party websites, making it a "one-way currency". Most commonly, premium currency must be purchased through
2012:; in response he sued the developers for thereby depriving him of his land, which he – based on the developers' own statements – "owned". The lawsuit ended with a settlement in which Bragg was re-admitted to Second Life. The details of the final settlement were not released, but the word "own" was removed from all advertising as a result. (Bragg purchased his land directly from the developers, and thus they were not an uninvolved third party in his transactions.) 973:(MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, avatars in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for "real" economic benefit. 1980:
legal regulation as such. Another issue is the impact of taxation that may apply if in-game items are seen as having real value. If (for example) a magic sword is considered to have real-world value, a player who kills a powerful monster to earn such a sword could find himself being charged tax on the value of the sword, as would be normal for a "prize winning". This would make it impossible for any player of the game
1917:, the Linden Dollars, can be easily acquired with real money, the reverse is done through a market place owned by Linden Lab, but is not guaranteed, as the TOS of linden Lab explicitly says that Linden dollars are not redeemable. Rates would fluctuate based on supply and demand, but over the last few years they have remained fairly stable at around 265 Linden Dollars (L$ ) to the US Dollar, due to " 902: 1417:], but they won't say outright, and we've asked directly, that they won't be covered. You can see how these would be ignored at first, but very soon they could be in trouble. It's a risk, but a very easy risk to avoid." He suggested that compliance might require MMOGs and related traders to obtain a gambling license, which is not excessively difficult in the EU. 58: 1988:
investments are lost through items being lost or becoming inaccessible is significant. Richard Bartle argued that this aspect negates the whole idea of ownership in virtual worlds, and thus in the absence of real ownership no real trade may occur. Some developers have acted deliberately to delete items that have been traded for money, as in
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factors remain constant, greater currency supply weakens the buying power of a given amount; a process known as inflation. In practice, this results in constantly rising prices for traded commodities. With the proper balance of growth in player base, currency sources, and sinks, a virtual economy could remain stable indefinitely.
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A third issue is the involvement of the world's developer or maintenance staff in such transactions. Since a developer may change the virtual world any time, ban a player, delete items, or even simply take the world down never to return, the issue of their responsibility in the case where real money
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to the user. Some virtual currencies have even accrued higher value and stability than some real world currencies. One example is Runescape's gold coins, which is more valuable and stable alternative to the Venezuelan Bolívar, with many Venezuelan's turning to selling Runescape gold to make a living.
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Some games may have currency systems that are partially or fully controlled by players of the game. Such games offer the means for players to acquire in-game resources which players may then sell or trade with other players, craft into gear which can be sell or traded, and otherwise create an virtual
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that could be used to customize the character models. Hats could be earned by players by accumulating in-game material drops and then used to synthesize the hat, or later could be purchased directly using real-world currency through the game's storefront. Valve also expanded this customization beyond
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rather than by the developer's estimate of the item's utility. These emergent economies are considered by most players to be an asset of the game, giving an extra dimension of reality to play. In classical synthetic economies, these goods were charged only for in-game currencies. These currencies are
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had a trained staff that would handle financial issues, customer inquiries and technical support to ensure that gamers are satisfied with each real money purchase. It also took advantage of the global reach of synthetic worlds by setting up a shop in Hong Kong where a small army of technically savvy
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in 2004 and its subsequent huge success across the globe has forced both MMORPGs and their secondary markets into mainstream consciousness, and many new market places have opened up during this time. A search for WoW Gold on Google will show a multitude of sites (more than 90 sponsored results as of
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went as far as making this practice impossible after being threatened by credit card companies when their customers who bought gold had their credit cards stolen to be used for bot accounts to farm even more gold by criminal traders. They did this by removing unbalanced trades and their traditional
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Some membership-based MMORPGs take advantage of the population of players who wish to buy in-game items with real money through in-game items that can only be generated by buying them from the developer, which can then be redeemed for membership status or traded with other players for items such as
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The global secondary market - defined as real money trading between players - turnover was estimated at 880 million dollars in 2005 by the president of the, at the time, market leading company IGE. Before that, in 2004, the American economist Edward Castronova had estimated the turnover at over 100
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These intersections with real economies remain controversial. Markets that capitalize in gaming are not widely accepted by the gaming industry. Reasons for this controversy are varied. Firstly, the developers of the games often consider themselves as trying to present a fantasy experience, so the
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Gold sellers and leveling services are responsible for the vast majority of all account thefts, and they are the number-one source of World of Warcraft-related phishing attempts, spyware, and even credit card theft. Players who buy gold actively support spam, hacks, and keyloggers, and by doing so
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Most scholars agree that the sale of virtual property for real currency or assets is taxable. However, there are significant legal and practical challenges to the taxation of income from the sale of virtual property. For example, uncertainty regarding the nature and conceptual location of virtual
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in bundles of fixed sizes with discounts for larger purchases, and do not allow players to purchase exactly the amount of premium currency they need for a virtual good. This practice tends to encourage the player to buy additional bundles as to minimize their leftover premium currency, a favorable
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deliveryman, John Dugger, purchasing a virtual real estate for $ 750, setting him back more than a weeks wages. This virtual property includes nine rooms, three stories, rooftop patio, wall of solid stonework in a prime location, nestled at the foot of a quiet coastal hillside. Dugger represents a
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Further and more involved issues revolve around the issue of how (or if) real-money trading subjects the virtual economy to laws relating to the real economy. Some argue that to allow in-game items to have monetary values makes these games, essentially, gambling venues, which would be subject to
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For a persistent world to maintain a stable economy, a balance must be struck between currency sources and sinks. Generally, games possess numerous sources of new currency for players to earn. However, some possess no effective "sinks", or methods of removing currency from circulation. If other
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permitted, but there is an 'unofficial secondary market', Chapman responded: "Ultimately the point is whether the thing that you win has value in money or money's worth. If it does have value, it could be gambling." So to avoid regulation by these laws, the "operator would need to take reasonable
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Information brokerages and other tools that aid in the valuation of virtual items on secondary markets have increased in number. This has occurred as a response to alleviate the labor involved in leveling that requires hours, days or weeks to achieve. Being able to exchange real money for virtual
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model, offer at least one additional form of currency beyond its standard one, called premium currency. Premium currency cannot typically be earned in-game like common currency but instead by purchasing the premium currency using real-world funds. Premium currency typically is limited to purchase
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However, the secondary market is unlikely to have followed the growth of the primary market since 2007 seeing as game companies have become better at monetizing on their games with microtransactions and many popular games such as World of Warcraft are sporting increased measures against player to
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These pages are part of a larger effort to provide you with the knowledge and tools necessary to identify and report threats to your account's safety, to spotlight ways in which we work to fulfill our security commitment, and to act as a helpful resource in case someone manages to steal account
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In addition to taxing income from transactions involving real currency or assets, there has been considerable discussion involving the taxation of transactions that take place entirely within a virtual economy. Theoretically, virtual world transactions could be treated as a form of barter, thus
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to bring in external regulation of these markets: "In late July, a perpetrator with privileged information cracked a stock exchange's computers, made false deposits, then ran off with what appears to be the equivalent of US$ 10,000, disappearing into thin air. This heist left investors feeling
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such as Russia, eastern Europe, South America, and South East Asia - all of which are relatively inaccessible to international merchants due to payment systems, advertisement channels and language barrier. For example, South Korea is estimated to have the biggest share of the global real money
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In these virtual economies, the value of in-game resources is frequently tied to the in-game power they confer upon the owner. This power allows the user, usually, to acquire more rare and valuable items. In this regard, in-game resources are not just tradable objects but can play the role of
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Although virtual markets may represent a growth area, it is unclear to what extent they can scale to supporting large numbers of businesses, due to the inherent substitutability of goods on these markets plus the lack of factors such as location to dispense demand. In spite of numerous famed
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was not intended as a currency, even though it has evolved on other discussion-oriented sites into such a system. On some such sites, the accumulation of "karma points" can be redeemed in various ways for virtual services or objects, while most other sites do not contain a redemption system.
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Many games, both online and off, use a common or standard type of currency that can only be earned in-game and used to spend on in-game items that cannot be traded with other players or converted to real-world funds by means provided by the developer; for example, by completing quests in
1640:. NFTs can represent digital files such as art, audio, videos, items in video games and other forms of creative work. While the digital files themselves are infinitely reproducible, the NFTs representing them are tracked on their underlying blockchains and provide buyers with proof of 2007:
has shown a legal example which may indicate that the developer can be in part held responsible for such losses. Second Life at one stage, offered and advertised the ability to "own virtual land", which was purchased for real money. In 2007, Marc Bragg, an attorney, was banned from
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has been estimated at around 1.1 dollar per concurrent player and day. No model for more regulated MMORPGs such as World of Warcraft has been suggested. However, being a largely unregulated market and tax free market, any turnover figure or economic model remain speculative.
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fanbase, will exist in the presence of a parallel auction house wherein items are exchanged for gold, the in-game currency. Accordingly, gold can be posted on the RMAH such that the two currencies may be exchanged for one another at the market rate less applicable fees.
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player real money trading. Also hampering the turnover growth are the extreme price drops that has followed the increased competition from businesses in mainland China targeting the global secondary market. Furthermore, the global decline in consumption that followed the
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player vs. player fighting system to prevent players from trading items by killing each other in combat for each other's items (this was scrapped on February 1, 2011, after having been in place for 3 years), resulting in over 60,000 cancelled subscriptions in protest.
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policy on the buying and selling of Linden Dollars (the world's official currency) for real money on third party websites. Virtual economies can also exist in browser-based Internet games where "real" money can be spent and user-created shops opened, or as a kind of
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created an official and sanctioned method to convert real world cash to in-game currency; players can use real world money to buy a specific in-game item which can be redeemed for account subscription time or traded on the in-game market for in-game currency.
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however, theft and scamming other players is perfectly allowed within the game's framework as long as no real world trading is committed. Players are allowed to loot all items from fallen victims in battle, but there is a disincentive in the form of
992:(MMORPGs). The largest virtual economies are found in MMORPGs. Virtual economies also exist in life simulation games which may have taken the most radical steps toward linking a virtual economy with the real world. This can be seen, for example, in 1865:
In January 2010, Blizzard stepped up its offensive on account security scams with the launch of a new website. The new Battle.Net account security website hopes to highlight the importance of keeping it safe when it comes to subscribers' accounts.
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million dollars based solely on sales figures from the two auction sites eBay and the Korean itemBay. A speculative extrapolation based on these quotes and other industry figures produced a global turnover figure of 2 billion dollars as of 2007.
1306:, sometimes skirting many gambling restrictions that virtual and real world casinos are subject to. While some of these websites were taken off line for various reasons, Valve was pressured to prevent abuse of the skin trading systems on Steam. 1962:) operate entirely by selling items to players for real money. Such items generally cannot be transferred and are often used only as a means to represent a Premium subscription via a method which is easily integrated into the game engine. 1095:
but low wage workers could field orders, load up avatars, retrieve store goods and deliver them wherever necessary. This lucrative market has opened a whole new type of economy where the border between the real and the virtual is obscure.
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trading market and it has there become an officially acknowledged and taxable part of the economy. In western countries the secondary market remains a black market with little to no social acceptance or official acknowledgement.
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Ultima Online unfolds. Such trading of real money for virtual goods simply represents the development of virtual economies where people come together where the real and the synthetic worlds are meeting within an economic sphere.
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marketplace within the game above and beyond in-game stores established by the developer. This economy may also mix with real-world currency, with players trading in-game items through external websites to the game.
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involvement of real world transactions takes away from it. Further, in most games, it would be unacceptable to offer another player real currency in order to have them play a certain way (e.g., in a game of
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NFTs can also be used to represent in-game assets which are controlled by the user instead of the game developer. NFTs allow assets to be traded on third-party marketplaces where players of games such as
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within the game. However, such rules of etiquette need not apply, and in practice they often don't, to massive game worlds with thousands of players who know one another only through the game system.
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currency provides the player purchasing power for virtual commodities. As such, players are guaranteed opportunities, increased skills and a fine reputation, which is a definite advantage over others.
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hats to include weapons, weapon "skins" which change the appearance of the weapon, and similar means to customize the selected character avatar. In addition, through Valve's digital storefront
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as they become more powerful. Powerful guilds often recruit powerful players so that certain players can acquire better items which can only be acquired by the cooperation among many players.
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skins gained value as status symbols among players coupled with the rarity of certain skins, and became highly valued, and was considered to help boost the popularity of the game. However, as
1033:: Resources may affect or be affected by other people and other objects. The value of a resource varies according to a person's ability to use it for creating or experiencing some effect. 976:
Despite primarily dealing with in-game currencies, this term also encompasses the selling of virtual currency for real money, in what is sometimes called "open centralised marketplaces".
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In the real world entire institutions are devoted to maintaining desired level of inflation. This difficult task is a serious issue for serious MMORPG's, that often have to cope with
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between friends, offering another player a real dollar in exchange for a property on the board); and for this to be necessary or valuable may indicate a
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June 2006) from which Gold can be purchased. Real money commerce in a virtual market has grown to become a multibillion-dollar industry. In 2001,
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would implement this form of trading in their games, monetizing it by taking a cut of sales revenue from these items, with Valve also doing the same.
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Ongoing campaign by WoW fan sites to boycott gold ads on their sites is just one of several community efforts to raise awareness against crackers.
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of 91%. However, the application of these economic measures to a virtual world may be inappropriate where poverty is merely virtual and there is a
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Taylor, Nicholas; Bergstrom2, Kelly; Jenson, Jennifer; de Castell, Suzanne (2015). "Alienated Playbour: Relations of Production in EVE Online".
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Hundreds of companies are enormously successful in this newfound market, with some virtual items being sold for several million dollars, like
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As with the above skin gambling concerns, conversion between in-game and real-world currency has led to direct comparisons with other online
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Many online multiplayer games have player-run economies of cosmetic items, sometimes involving and encouraging the use of real-world money.
3341: 3314: 2626: 2100:"The Virtual Property Problem: What Property Rights in Virtual Resources Might Look Like, How They Might Work, and Why They are a Bad Idea" 1168:
As for an actual economic model, secondary market turnover in popular player vs player oriented MMORPGs without trade restrictions such as
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A game's synthetic economy often results in interaction with a "real" economy; characters, currency, and items may be sold and bought on
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websites or purchased from standalone webshops. Since January 2007 users are no longer allowed to sell virtual goods of online games on
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canceled each of his accounts, but had he deposited his fortune in the Gaming Open Market he would have been able to keep a part of it.
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is a prime example of an online game with a vast player-driven economy that, in 2014, was estimated to have a total virtual value of
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as 'virtual winnings'. This is why gamers and companies engaged in this conversion, where it is permitted by a game, may fall under
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group of gamers that are not in the market for a real house but instead to own a small piece of the vast computer database that was
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scheme, where grey market websites, integrated with Steam's features, could allow players to use skins to gamble on the results of
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Virtual property is a label that can refer to any resource that is controlled by the powers-that-be, including virtual objects,
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Castronova, Edward. "The Price of 'Man' and 'Woman': A Hedonic Pricing Model of Avatar Attributes in a Synthethic World,"
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Druckman-Church, Michael (2013). "Taxing a Galaxy Far Far Away: How Virtual Property Challenges International Tax Systems".
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both have entire task forces dedicated to the removal of real money trading from the game. To control real money trading,
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steps to ensure that the rewards they give do not have a monetary value" possibly by demonstrating enforcement of their
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would have affected the secondary market negatively as well. Post 2007 secondary market growth is likely localized to
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stated: "Now we've spoken with the gambling commission, and they've said that MMOGs aren't the reason for the [
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property makes it difficult to collect and apportion tax revenue when a sale occurs across multiple jurisdictions.
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Other virtual world developers officially sell virtual items and currency for real-world money. For example, the
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The existence of these conditions create an economic system with properties similar to those seen in contemporary
1039:: Virtual resources may be created, traded, bought, and sold. Real-world assets (typically money) may be at stake. 71: 4259: 4228: 4002: 754: 682: 103: 2532: 1992:, where a task force was set up to delete characters involved in selling in-game currency for real-world money. 4249: 4008: 3627: 2853: 1903: 1734: 1539: 290: 3203: 3867: 2656: 4140: 3995:
detailing internet gambling and economies within MMORPG's and the problems that will be faced in the future.
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Within the virtual worlds they inhabit, synthetic economies allow in-game items to be priced according to
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creates resources within the game more rapidly than usual, exacerbating inflation. In extreme cases, a
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strictly prohibit buying gold, items, or any other product linked with the game, with real world cash.
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police intervention in higher-security space. Virtual possessions valued in the tens of thousands of
1490: 1410: 1399: 996:'s recognition of intellectual property rights for assets created "in-world" by subscribers, and its 766: 574: 471: 435: 280: 213: 161: 3274:"Two Experts Suggest Virtual World Profits May Be Taxable Even Before Conversion to Real World Cash" 2901: 3386: 2980: 2707: 2413: 2385: 1675: 1498: 1145: 876: 821: 816: 749: 739: 425: 260: 2715: 1661: 1045:: Users may enhance the value of virtual resources by customizing and improving upon the resource. 4124: 3119: 2985: 2914: 2858: 2618: 2119: 1973: 1711: 1625: 1598: 1011: 985: 881: 841: 712: 617: 236: 218: 208: 201: 3349: 3304: 2596: 4022: 3922: 3545: 3541: 3531: 3512: 3305:"IRS quietly deletes guideline that Fortnite virtual currency must be reported on tax returns" 3065: 2887: 2568: 2272: 2218: 2131: 2127: 2042: 2037: 1923: 1842: 1804: 1699: 1521: 1457:
a 17-year-old boy going by the in-game name "Evangeline" was discovered to have built a cyber-
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may be able to exploit the system and create a large amount of money. This could result in
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Monetary issues can give a virtual world problems similar to those in the real world. In
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Yoon, Ung-Gi. "Real Money Trading in MMORPG items from a Legal and Policy Perspective",
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On August 1, 2011, Blizzard Entertainment announced that their forthcoming MMORPG,
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based on the trading of the in-game currency. Player-driven economies have led to
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las 09:59, byCarlos G. Gurpegui Publicado el 1 de agosto de 2018 a (2018-08-01).
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When queried about games where real-world transactions for in-game assets are
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has its virtual economy as well which is represented by online game auction.
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Lederman, Leandra (2007). ""Stranger Than Fiction": Taxing Virtual Worlds".
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Virtual economies have also been said to exist in the "metagame" worlds of
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Virtual economies represented not only in MMORPG genre but also in online
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and Flow each have their own token standards to define their use of NFTs.
901: 3919:– a comprehensive bibliography of publications related to virtual economy 3623: 3619: 3592: 3365:"SEX AND THE SIMULATED CITY: Virtual world raises issues in the real one" 3168: 2821: 2115: 1955: 1800: 1780: 1645: 1462: 1208: 223: 3105: 1354:
operate as digital marketplaces for players to exchange items of value.
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sold for U.S. $ 26,500 (£13,700). One gamer also purchased a virtual
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As in the real world, actions by players can destabilize the economy.
3114: 2948:"Eve Online: Meet the Man Controlling the $ 18 Million Space Economy" 2505: 1811:
On some sites, points are gained for inviting new users to the site.
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A 2007 virtual heist has led to calls from some community members in
1450:
Other similar problems arise in other virtual economies. In the game
1291: 707: 4042: 3013:"PlayerAuctions sets up exchange for digital assets in online games" 1797:
garnering of trust evidenced in upward moderations of posted content
1722:. Players in these games are faced with large scale challenges, or 4036: 3988: 3982: 3944: 3935: 3926: 4035:
Lastowka, Greg and Hunter, Dan. "The Laws of the Virtual Worlds,"
2648: 1994: 1951: 1788: 1466: 46: 3679: 4001:– Powerpoint presentation by Sam Lewis, a designer working with 2564:"Big spending whales aren't the problem with free-to-play games" 2209:
Blazer, Charles (2006). "The Five Indicia of Virtual Property".
1947:
that one seller was selling a Pokémon Go account for $ 999,999.
1899: 1830: 1702:. Other "metagame" currencies have cropped up in games such as 4056: 2854:"Virtual Weapons are Turning Teen Gamers into Serious Gamblers" 1199:, players earn gold pieces that are used to purchase new gear. 3309: 1939:
for U.S. $ 100,000 (£56,200) and plans to use it as a virtual
1928: 1351: 1085: 51: 3566:"Buying and Selling Virtual Items on eBay : eBay Guides" 1853:
According to standard conceptions of economic value (see the
4005:, on the interaction between economic theory and MMO design. 3831:"Want a full 'Pokemon Go' account? It's yours for $ 999,999" 3530:
Gilbert, Dan; Whitehead, James; Whitehead, James II (2007).
3387:"Evangeline: Interview with a Child cyber-Prostitute in TSO" 2414:"The Decline and Fall of an Ultra Rich Online Gaming Empire" 2237:"CNN.com - Material gains from virtual world - Oct 25, 2004" 2293:"The Game Is Virtual. The Profit Is Real. - New York Times" 2264:
Synthetic Worlds: The Business and Culture of Online Games
1730:
guilds to manage distributions of rewards in those raids.
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Valve followed the same pattern with its next major game,
3090:"The Play's the Thing: A Theory of Taxing Virtual Worlds" 1833:
due to the ambiguous legal status of real world trading.
41:"Real world trading" redirects here. For other uses, see 30:"Virtual realty" redirects here. Not to be confused with 2852:
Brustein, Joshua; Novy-Williams, Eben (April 20, 2016).
2501:"Gamers make real money on virtual items, court says OK" 1779:
On a number of discussion and networking sites, such as
4048:
A Virtual Weimar: Hyperinflation in a Video Game World
3248:"Virtual Economies Need Clarification, Not More Taxes" 1714:
or DKP are a semi-formal score-keeping system used by
3469:"Online games group aims for growth the Nintendo way" 3135: 3133: 1461:, where customers would pay sim-money for minutes of 4043:
South Korean Judge's thought on RMT in virtual world
3342:"UK Gambling Act: How to Protect Your Virtual World" 2597:"Economic model of microtransactions in video games" 2267:. Chicago: The University of Chicago Press. p.  1880:
diminish the gameplay experience for everyone else.
4204: 4154: 4133: 4090: 2751:"A beginner's guide to the Team Fortress 2 economy" 1207:Many online games, particularly those that use the 1082:players Brock Pierce and Alan Debonneville founded 3588:"eBay Delisting All Auctions for Virtual Property" 1302:esport events, and later just using skins to play 1954:) and other worlds outside that country (such as 1765:) in a form of gathering and spending resources. 3043:"El futuro de G2A es la inteligencia artificial" 1749:). Simplified economy represented in almost all 3989:Internet Gambling Regulation Present and Future 2817:"How $ 400 virtual knives saved Counter-Strike" 1664:can trade their tokenised "Axies" or "Heroes". 1148:between in-game wealth and time spent playing. 990:massively multiplayer online role-playing games 3651:"How RuneScape is helping Venezuelans survive" 3083: 3081: 1911:that sell for US dollars. If the currency in 1775:Moderation on social news and networking sites 4146:History of massively multiplayer online games 4068: 3985:. Boston University Law Review, Vol. 85, 2005 3917:Virtual Economy Research Network bibliography 1309:Many games on Valve's video game marketplace 926: 8: 3934:Castronova, Edward. "On Virtual Economies," 2649:"RuneScape Bonds - Purchase, Trade, Consume" 2533:"Estimation of MMORPG secondary market size" 1799:; however, as stated by Slashdot co-founder 1119:, the mythical world in which the venerable 27:Emergent economy existing in a virtual world 3070:: CS1 maint: numeric names: authors list ( 2931:: CS1 maint: numeric names: authors list ( 4075: 4061: 4053: 4009:Virtual Goods: the next big business model 3157: 3155: 2446:"Sales in virtual goods top $ 100 million" 2381:"Virtual Games Create a Real World Market" 933: 919: 98: 3336: 3334: 3332: 3113: 2900: 2784:"Valve went ahead and hired an economist" 2612: 1497:have been destroyed or plundered through 3505:Dragon Kill Points: A Summary Whitepaper 3503:; Fairfield, Joshua (October 16, 2006). 1943:. Another example was recently cited on 82:of all important aspects of the article. 3972:The Economist, Jan 2005, (subscription) 3416:Di Meglio, Francesca (10 August 2007). 2069: 1931:1. On December 14, 2004, an island in 1409:, Alex Chapman of the British law firm 110: 3630:from the original on 24 September 2020 3317:from the original on February 14, 2020 3272:Duranske, Benjamin (23 October 2007). 3063: 2960:from the original on February 15, 2020 2924: 2393:from the original on 27 September 2017 2075: 2073: 1984:to participate in real-money trading. 1850:sites and traded for real currencies. 1294:, these skins became part of a larger 1240:, a team-based online FPS released by 78:Please consider expanding the lead to 3983:Fairfield, Joshua, "Virtual Property" 3810:from the original on 24 November 2005 3736:"Diablo 3 Auction House: General FAQ" 3229:Columbia Journal of Transnational Law 3176:from the original on 19 December 2007 2981:"The Life of the Chinese Gold Farmer" 2833:from the original on January 11, 2017 2796:from the original on November 8, 2020 2730:from the original on November 8, 2020 2576:from the original on December 8, 2019 2319:"Beeple sold an NFT for $ 69 million" 1628:(NFT) is a unit of data on a digital 7: 3778:from the original on 7 November 2005 3284:from the original on 26 October 2007 2706:Moore, Christopher (February 2011). 2601:Journal of Economic Science Research 2543:from the original on 8 February 2014 2379:Musgrove, Mike (17 September 2005). 1950:Many Korean virtual worlds (such as 1836:While many game developers, such as 3993:Texas Tech University School of Law 3977:"Virtual Island Sells For $ 26,500" 3946:CESifo Working Paper Series No. 957 3937:CESifo Working Paper Series No. 752 3746:from the original on 7 January 2012 3481:from the original on 23 August 2011 2993:from the original on April 24, 2020 2595:Tomić, Nenad Zoran (January 2019). 2478:"How big is the RMT market anyway?" 2444:Biever, Celeste (29 October 2004). 1128:examples of the economic growth of 1084:Internet Gaming Entertainment Ltd ( 3895:from the original on 10 March 2008 3889:FINAL FANTASY XI Official Web Site 3866:. The Themis Group. Archived from 3766:"Virtual club to rock pop culture" 2866:from the original on July 20, 2016 2815:Lahti, Evan (September 17, 2015). 2763:from the original on June 15, 2019 1762:Command & Conquer: Red Alert 2 1720:massively multiplayer online games 1061:often sold for real world profit. 984:Virtual economies are observed in 971:massively multiplayer online games 25: 4103:Massively multiplayer online game 3798:"Virtual property market booming" 3690:from the original on 4 March 2010 3363:Schaefer, Jim (27 January 2004). 3303:Fung, Brian (February 13, 2020). 3162:Masnick, Mike (18 October 2006). 2979:Dibbell, Julian (June 17, 2007). 2749:Hancock, Patrick (July 1, 2012). 2678:"Introducing the WoW Token - WoW" 2513:from the original on 5 April 2013 2499:Eun-jung, Kim (14 January 2010). 2458:from the original on 20 June 2015 2412:Dibbell, Julian (November 2008). 2317:Kastrenakes, Jacob (2021-03-11). 1921:" by Linden Lab. The currency in 907:Business and economics portal 3600:from the original on 12 May 2013 3397:from the original on 15 May 2008 2782:Devore, Jordan (June 15, 2012). 2347:Dibbell, Julian (January 2003). 1795:, points are gained through the 1756:StarCraft II: Heart of the Swarm 1271:Counter-Strike: Global Offensive 900: 56: 3841:from the original on 2016-08-21 3661:from the original on 2020-10-24 3254:from the original on 2012-12-14 3053:from the original on 2023-01-03 3023:from the original on 2023-01-03 2688:from the original on 2021-04-19 2659:from the original on 2021-04-21 2629:from the original on 2020-05-08 2562:Fahey, Rob (October 18, 2019). 2426:from the original on 2012-09-19 2361:from the original on 2013-07-02 2329:from the original on 2021-03-21 2243:from the original on 2022-02-19 1429:prohibiting secondary markets. 70:may be too short to adequately 3861:"Pitfalls of Virtual Property" 3348:. 11 July 2007. Archived from 3142:New York University Law Review 2946:Gilbert, David (May 7, 2014). 2484:. 2 March 2007. Archived from 1960:Achaea, Dreams of Divine Lands 1696:live action role-playing games 80:provide an accessible overview 1: 4174:Social interaction in MMORPGs 3991:– Mark Methenitis' Essay for 3829:Kharpal, Arjun (2016-08-10). 3680:"Battle.net Account Security" 2422:. Vol. 16, no. 12. 1158:financial crisis of 2007–2008 802:Commons-based peer production 522:Socialism of the 21st century 3957:Pitfalls of Virtual Property 3928:CESifo Working Paper No. 618 3418:"Virtual exchanges get real" 2953:International Business Times 2357:. Vol. 11, no. 1. 2186:Boston University Law Review 2146:Boston University Law Review 1217:practice for the publisher. 3859:Bartle, Richard A. (2004). 3740:Blizzard Entertainment, Inc 3507:. Rational Models Seminar. 2261:Castronova, Edward (2005). 1185:Types of virtual currencies 4286: 3649:Ombler, Mat (2020-05-27). 3246:Joint Economic Committee. 2177:Fairfield, Joshua (2005). 2137:Fairfield, Joshua (2005). 1855:subjective theory of value 1818: 1582: 1479:outraged and vulnerable." 1436: 40: 29: 4229:Social networking service 4021:. Yale University Press. 3999:Economic Theory and MMOGs 3568:. norwood_trading_company 3533:Hacking World of Warcraft 1735:business simulation games 1616:have also been observed. 1405:During an interview with 296:Socialist-oriented market 3197:"Taxing Virtual Profits" 2911:10.1177/1555412014565507 2349:"The Unreal Estate Boom" 1803:, his implementation of 1540:Lord of the Rings Online 1221:In-game membership items 4141:History of online games 4084:Multiplayer video games 4015:Lastowka, Greg (2010). 3049:(in European Spanish). 1690:Other virtual economies 1363:More controlled markets 4270:Video game terminology 3710:"Protect Your Account" 3684:Blizzard Entertainment 2614:10.30564/jesr.v1i1.439 2192:: 1047. Archived from 2152:: 1047. Archived from 2000: 1882: 1873: 1871:information from you. 1700:collectible card games 1644:. Blockchains such as 1071:Blizzard Entertainment 957:economy existing in a 4037:California Law Review 3953:Dr. Richard A. Bartle 3538:John Wiley & Sons 3509:University of Chicago 2098:Nelson, John (2010). 2081:"The Virtual Economy" 1998: 1877: 1868: 1682:Players also acquire 1513:Many MMORPGs such as 1317:Player-driven economy 1265:to help manage this. 965:in the context of an 961:, usually exchanging 4196:Non-player character 4098:Cooperative gameplay 3885:"Special Task Force" 3094:Hastings Law Journal 3088:Camp, Bryan (2007). 2116:10.2139/ssrn.1805853 1751:real-time strategies 1400:gambling legislation 1336:activities, such as 1043:Value added by users 832:Newly industrialized 575:Collective ownership 436:Vertical archipelago 3979:. 14 December 2004. 3891:. 6 November 2006. 3806:. 9 November 2005. 3774:. 2 November 2005. 3626:. 4 February 2005. 3596:. 26 January 2007. 3467:(1 February 2008). 3393:. 8 December 2003. 3346:Virtual Worlds News 3106:10.2139/ssrn.980693 2539:. 13 January 2013. 2386:The Washington Post 2104:McGeorge Law Review 1499:corporate espionage 1390:Gambling regulation 1358:Recent developments 1290:gained favor as an 1146:direct relationship 817:Inclusive Democracy 18:Virtual Asset Sales 3968:2008-05-03 at the 3923:Castronova, Edward 3369:Detroit Free Press 3195:Walpole, Michael. 2986:The New York Times 2859:Bloomberg Business 2488:on 3 January 2012. 2179:"Virtual Property" 2139:"Virtual Property" 2001: 1999:LindeX Market Data 1974:Kingmaker scenario 1712:Dragon kill points 1626:non-fungible token 1620:Non-fungible token 1407:Virtual World News 969:, particularly in 755:Material balancing 237:Buddhist economics 4265:Virtual economies 4255:Emergent gameplay 4237: 4236: 4028:978-0-300-14120-7 3975:Zonk (Slashdot). 3963:Virtual Economies 3742:. 1 August 2011. 3716:. 31 January 2010 3551:978-0-470-11002-7 3511:. pp. 1–10. 3391:Alphaville Herald 3352:on 4 August 2007. 2888:Games and Culture 2682:World of Warcraft 2569:GamesIndustry.biz 2278:978-0-226-09626-1 2211:Pierce Law Review 2043:Social simulation 2038:Simulated reality 1924:Entropia Universe 1843:World of Warcraft 1708:World of Warcraft 1522:World of Warcraft 1415:Gambling Act 2005 1343:World of Warcraft 1214:microtransactions 1197:World of Warcraft 1190:Standard currency 1075:World of Warcraft 1058:supply and demand 1037:Secondary markets 1031:Interconnectivity 1005:emergent gameplay 951:synthetic economy 943: 942: 453:By regional model 247:Sabbath economics 97: 96: 16:(Redirected from 4277: 4260:Economic systems 4191:Player character 4184:Persistent world 4077: 4070: 4063: 4054: 4032: 3931:, December 2001. 3905: 3904: 3902: 3900: 3881: 3875: 3874: 3872: 3865: 3856: 3850: 3849: 3847: 3846: 3826: 3820: 3819: 3817: 3815: 3794: 3788: 3787: 3785: 3783: 3762: 3756: 3755: 3753: 3751: 3732: 3726: 3725: 3723: 3721: 3706: 3700: 3699: 3697: 3695: 3676: 3670: 3669: 3667: 3666: 3646: 3640: 3639: 3637: 3635: 3616: 3610: 3609: 3607: 3605: 3584: 3578: 3577: 3575: 3573: 3562: 3556: 3555: 3527: 3521: 3520: 3497: 3491: 3490: 3488: 3486: 3461: 3455: 3454: 3453:on May 12, 2012. 3449:. 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2033:Electronic money 2028:Digital currency 1990:Final Fantasy XI 1933:Project Entropia 1565:Warhammer Online 1559:Final Fantasy XI 1546:Final Fantasy XI 1534:Warhammer Online 1427:terms of service 1368:Price comparison 1334:immaterial labor 1331: 1263:Yanis Varoufakis 1260: 1203:Premium currency 1162:emerging markets 1134:Gini coefficient 935: 928: 921: 905: 904: 663:Municipalization 648:Financialization 618:Collectivization 600:Social ownership 590:Private property 584:Common ownership 542:Common ownership 356:Closed (autarky) 313:State capitalism 291:Socialist market 276:Market socialist 112:Economic systems 99: 92: 89: 83: 60: 52: 21: 4285: 4284: 4280: 4279: 4278: 4276: 4275: 4274: 4250:Virtual economy 4240: 4239: 4238: 4233: 4200: 4162:Virtual economy 4150: 4129: 4086: 4081: 4029: 4018:Virtual Justice 4014: 3970:Wayback Machine 3913: 3908: 3898: 3896: 3883: 3882: 3878: 3870: 3863: 3858: 3857: 3853: 3844: 3842: 3828: 3827: 3823: 3813: 3811: 3796: 3795: 3791: 3781: 3779: 3764: 3763: 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982: 947:virtual economy 939: 899: 892: 891: 857:Post-industrial 852:Post-capitalist 812:Hunter-gatherer 797: 789: 788: 703: 695: 694: 673:Nationalization 633:Demutualization 628:Corporatization 613: 605: 604: 595:State ownership 570: 562: 561: 537: 529: 528: 454: 446: 445: 416:Robinson Crusoe 351: 350:By coordination 343: 342: 327:Traditionalist 187:Neomercantilist 147: 139: 120: 93: 87: 84: 77: 65:This article's 61: 50: 39: 32:virtual reality 28: 23: 22: 15: 12: 11: 5: 4283: 4281: 4273: 4272: 4267: 4262: 4257: 4252: 4242: 4241: 4235: 4234: 4232: 4231: 4226: 4225: 4224: 4214: 4208: 4206: 4202: 4201: 4199: 4198: 4193: 4188: 4187: 4186: 4176: 4171: 4170: 4169: 4158: 4156: 4152: 4151: 4149: 4148: 4143: 4137: 4135: 4131: 4130: 4128: 4127: 4122: 4121: 4120: 4115: 4110: 4100: 4094: 4092: 4088: 4087: 4082: 4080: 4079: 4072: 4065: 4057: 4051: 4050: 4045: 4039: 4033: 4027: 4012: 4006: 3996: 3986: 3980: 3973: 3960: 3950: 3941: 3932: 3920: 3912: 3911:External links 3909: 3907: 3906: 3876: 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As with 1174:EVE Online 882:Transition 842:Plantation 750:Indicative 612:Transition 462:East Asian 233:Religious 209:Democratic 182:Neoliberal 167:Democratic 157:Capitalist 125:Capitalism 3474:The Times 3447:"Support" 3124:151189005 3115:10601/443 2919:147523729 2897:CiteSeerX 2653:RuneScape 2623:201924754 2323:The Verge 2124:167999791 2085:L'Atelier 2003:However, 1941:nightclub 1704:Everquest 1642:ownership 1632:called a 1579:Stability 1552:RuneScape 1516:RuneScape 1259:US$ 1,000 1170:Runescape 1080:EverQuest 1051:economies 847:Plutonomy 728:Regulated 557:Voluntary 483:European 336:Feudalism 281:Mutualist 271:Communist 261:Socialist 242:Christian 162:Corporate 135:Communism 130:Socialism 72:summarize 4205:See also 4155:Concepts 3966:Archived 3893:Archived 3839:Archived 3808:Archived 3803:BBC News 3776:Archived 3771:BBC News 3744:Archived 3688:Archived 3659:Archived 3628:Archived 3624:NBC News 3598:Archived 3593:slashdot 3542:183, 184 3485:23 March 3479:Archived 3395:Archived 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Index

Virtual Asset Sales
virtual reality
virtual tour
gold farming
trade

lead section
summarize
provide an accessible overview
a series
Economic systems
Capitalism
Socialism
Communism
Associative
Capitalist
Corporate
Democratic
Laissez-faire
Mercantilist
Neoliberal
Neomercantilist
Protectionist
Social market
Welfare
Democratic
Fascist
Feminist
Georgist
Green

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