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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
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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.
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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 "
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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.
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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
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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
1014:, or user accounts. The following characteristics may be found in virtual resources in mimicry of tangible property. Note however that it is possible for virtual resources to lack one or more of these characteristics, and they should be interpreted with reasonable flexibility.
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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.
1857:), the goods and services of virtual economies do have a demonstrable value. Since players of these games are willing to substitute real economic resources of time and money (monthly fees) in exchange for these resources, by definition they have demonstrated
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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
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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.
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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.
1447:, where the number of video game players is massive, some have reported the emergence of gangs and mafia, where powerful players would threaten beginners to give money for their "protection", and actually steal and rob.
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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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1274:, where players could earn crates in-game that could be unlocked with keys purchased through real-world funds to obtain weapon skins that were doled out based on a rarity scale, a practice they had started in
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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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1108:. Some of these companies sell multiple virtual goods for multiple games, and others sell services for single games. Virtual real estate is earning real world money, with people like 43-year-old
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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.
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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".
1132:, an amateur analyst in 2008 estimated the income inequity in Second Life's economy as worse than has ever been recorded in any real economy: a
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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.
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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"
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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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1090:, a company that offered not only the virtual commodities in exchange for real money but also provided professional customer service.
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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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1021:: Possession of a resource is limited to one person or a small number of persons within the virtual world's game mechanics.
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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.
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detailing internet gambling and economies within MMORPG's and the problems that will be faced in the future.
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1927:, Project Entropia Dollars (PED), could be bought and redeemed for real-world money at a rate of 10 PED for
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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
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996:'s recognition of intellectual property rights for assets created "in-world" by subscribers, and its
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3274:"Two Experts Suggest Virtual World Profits May Be Taxable Even Before Conversion to Real World Cash"
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3305:"IRS quietly deletes guideline that Fortnite virtual currency must be reported on tax returns"
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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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1936:
1723:
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551:
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317:
228:
191:
181:
171:
3998:
3765:
3164:"Nice Work Retrieving That Magic Sword…... But Now You Need To Pay Uncle Sam For It"
4221:
1884:
On August 1, 2011, Blizzard Entertainment announced that their forthcoming MMORPG,
1820:
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1649:
1594:
1337:
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17:
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based on the trading of the in-game currency. Player-driven economies have led to
4016:
3041:
las 09:59, byCarlos G. Gurpegui Publicado el 1 de agosto de 2018 a (2018-08-01).
4216:
4166:
3464:
2788:
2755:
2009:
2004:
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1739:
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1584:
1570:
1527:
1484:
1420:
When queried about games where real-world transactions for in-game assets are
1324:
1173:
1053:. Therefore, economic theory can often be used to study these virtual worlds.
156:
124:
2910:
2708:"Hats of Affect: A Study of Affect, Achievements and Hats in Team Fortress 2"
1771:
has its virtual economy as well which is represented by online game auction.
3473:
3140:
Lederman, Leandra (2007). ""Stranger Than Fiction": Taxing Virtual Worlds".
1940:
1727:
1641:
1636:, where each NFT can represent a unique digital item, and thus they are not
1551:
1515:
1169:
1079:
954:
846:
370:
335:
270:
134:
129:
3959:– A philosophical case against the concept of "virtual property" ownership.
2613:
1694:
Virtual economies have also been said to exist in the "metagame" worlds of
57:
4052:
3620:"Virtual worlds wind up in real courts - Technology & science - Games"
1733:
Virtual economies represented not only in MMORPG genre but also in online
1652:
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:
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1354:
operate as digital marketplaces for players to exchange items of value.
4211:
2080:
1858:
1458:
1050:
579:
355:
1935:
sold for U.S. $ 26,500 (£13,700). One gamer also purchased a virtual
1593:
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.
1784:
1629:
1502:
1472:
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.
1268:
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:. Archived from
3443:
3437:
3436:
3434:
3433:
3424:. Archived from
3413:
3407:
3406:
3404:
3402:
3383:
3377:
3376:
3371:. Archived from
3360:
3354:
3353:
3338:
3327:
3326:
3324:
3322:
3300:
3294:
3293:
3291:
3289:
3269:
3263:
3262:
3260:
3259:
3243:
3237:
3236:
3224:
3218:
3217:
3215:
3214:
3208:
3202:. Archived from
3201:
3192:
3186:
3185:
3183:
3181:
3159:
3150:
3149:
3137:
3128:
3127:
3117:
3085:
3076:
3075:
3069:
3061:
3059:
3058:
3038:
3032:
3031:
3029:
3028:
3009:
3003:
3002:
3000:
2998:
2976:
2970:
2969:
2967:
2965:
2943:
2937:
2936:
2930:
2922:
2904:
2882:
2876:
2875:
2873:
2871:
2849:
2843:
2842:
2840:
2838:
2812:
2806:
2805:
2803:
2801:
2779:
2773:
2772:
2770:
2768:
2746:
2740:
2739:
2737:
2735:
2729:
2712:
2703:
2697:
2696:
2694:
2693:
2674:
2668:
2667:
2665:
2664:
2644:
2638:
2637:
2635:
2634:
2616:
2592:
2586:
2585:
2583:
2581:
2559:
2553:
2552:
2550:
2548:
2529:
2523:
2522:
2520:
2518:
2496:
2490:
2489:
2474:
2468:
2467:
2465:
2463:
2441:
2435:
2434:
2432:
2431:
2409:
2403:
2402:
2400:
2398:
2376:
2370:
2369:
2367:
2366:
2344:
2338:
2337:
2335:
2334:
2314:
2308:
2307:
2305:
2304:
2289:
2283:
2282:
2258:
2252:
2251:
2249:
2248:
2233:
2227:
2226:
2207:
2205:
2204:
2198:
2183:
2174:
2168:
2167:
2165:
2164:
2158:
2143:
2135:
2095:
2089:
2088:
2077:
2058:Virtual currency
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:
3759:
3749:
3747:
3734:
3733:
3729:
3719:
3717:
3708:
3707:
3703:
3693:
3691:
3678:
3677:
3673:
3664:
3662:
3648:
3647:
3643:
3633:
3631:
3618:
3617:
3613:
3603:
3601:
3586:
3585:
3581:
3571:
3569:
3564:
3563:
3559:
3552:
3529:
3528:
3524:
3501:Castronova, Ted
3499:
3498:
3494:
3484:
3482:
3463:
3462:
3458:
3445:
3444:
3440:
3431:
3429:
3415:
3414:
3410:
3400:
3398:
3385:
3384:
3380:
3362:
3361:
3357:
3340:
3339:
3330:
3320:
3318:
3302:
3301:
3297:
3287:
3285:
3278:Virtually Blind
3271:
3270:
3266:
3257:
3255:
3245:
3244:
3240:
3226:
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3221:
3212:
3210:
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3087:
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3026:
3024:
3011:
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3006:
2996:
2994:
2978:
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2963:
2961:
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2940:
2923:
2902:10.1.1.1002.469
2884:
2883:
2879:
2869:
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2851:
2850:
2846:
2836:
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2814:
2813:
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2560:
2556:
2546:
2544:
2531:
2530:
2526:
2516:
2514:
2498:
2497:
2493:
2482:Virtual Economy
2476:
2475:
2471:
2461:
2459:
2443:
2442:
2438:
2429:
2427:
2411:
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2406:
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2141:
2136:
2110:: 281, 285–86.
2097:
2096:
2092:
2079:
2078:
2071:
2067:
2062:
2048:Virtual reality
2018:
1823:
1817:
1805:user moderation
1777:
1692:
1670:
1638:interchangeable
1622:
1587:
1581:
1511:
1453:The Sims Online
1441:
1435:
1411:Campbell Hooper
1396:games of chance
1392:
1379:
1370:
1365:
1360:
1329:
1319:
1304:games of chance
1280:Team Fortress 2
1276:Team Fortress 2
1258:
1237:Team Fortress 2
1232:
1223:
1205:
1192:
1187:
1140:of 77.8, and a
1069:The release of
1067:
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:
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4137:
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4033:
4027:
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4006:
3996:
3986:
3980:
3973:
3960:
3950:
3941:
3932:
3920:
3912:
3911:External links
3909:
3907:
3906:
3876:
3873:on 2007-01-17.
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3550:
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3408:
3378:
3375:on 2005-07-16.
3355:
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3295:
3264:
3238:
3219:
3187:
3151:
3129:
3077:
3033:
3019:. 2008-11-11.
3004:
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2895:(4): 365–388.
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2669:
2639:
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2524:
2491:
2469:
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2309:
2297:New York Times
2284:
2277:
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2169:
2090:
2068:
2066:
2063:
2061:
2060:
2055:
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2040:
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2030:
2025:
2023:Cryptocurrency
2019:
2017:
2014:
1919:money creation
1848:online auction
1827:online auction
1816:
1813:
1793:Yahoo! Answers
1776:
1773:
1691:
1688:
1669:
1666:
1621:
1618:
1614:hyperinflation
1612:. Episodes of
1603:hyperinflation
1583:Main article:
1580:
1577:
1510:
1507:
1437:Main article:
1434:
1431:
1391:
1388:
1378:
1375:
1369:
1366:
1364:
1361:
1359:
1356:
1348:Playerauctions
1330:US$ 18 million
1318:
1315:
1300:Counter-Strike
1288:Counter-Strike
1284:Counter-Strike
1244:in 2007, is a
1231:
1230:Cosmetic items
1228:
1222:
1219:
1204:
1201:
1191:
1188:
1186:
1183:
1066:
1063:
1047:
1046:
1040:
1034:
1028:
1022:
981:
978:
949:(or sometimes
941:
940:
938:
937:
930:
923:
915:
912:
911:
910:
909:
894:
893:
890:
889:
884:
879:
874:
869:
867:Resource-based
864:
859:
854:
849:
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834:
829:
824:
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704:
701:
700:
697:
696:
693:
692:
691:
690:
680:
675:
670:
665:
660:
655:
653:Liberalization
650:
645:
640:
635:
630:
625:
620:
614:
611:
610:
607:
606:
603:
602:
597:
592:
587:
577:
571:
569:Property types
568:
567:
564:
563:
560:
559:
554:
549:
544:
538:
535:
534:
531:
530:
527:
526:
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518:Latin America
516:
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489:
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469:
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115:
114:
108:
107:
95:
94:
74:the key points
64:
62:
55:
26:
24:
14:
13:
10:
9:
6:
4:
3:
2:
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4271:
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4180:
4179:Virtual world
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3493:
3480:
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3457:
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3448:
3442:
3439:
3428:on 2013-08-05
3427:
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3249:
3242:
3239:
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3223:
3220:
3209:on 2015-09-24
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2598:
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2575:
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2565:
2558:
2555:
2542:
2538:
2537:Avatar Within
2534:
2528:
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2512:
2508:
2507:
2502:
2495:
2492:
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2479:
2473:
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2453:
2452:
2451:New Scientist
2447:
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2239:. CNN. 2004.
2238:
2232:
2229:
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2220:
2216:
2212:
2199:on 2011-08-12
2195:
2191:
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2173:
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2159:on 2011-08-12
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2053:Virtual world
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2036:
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2029:
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2021:
2020:
2015:
2013:
2011:
2006:
1997:
1993:
1991:
1985:
1983:
1977:
1975:
1971:
1970:
1963:
1961:
1957:
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1948:
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1937:space station
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1713:
1709:
1705:
1701:
1697:
1689:
1687:
1685:
1684:human capital
1680:
1678:
1677:
1667:
1665:
1663:
1659:
1658:Axie Infinity
1653:
1651:
1647:
1643:
1639:
1635:
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1619:
1617:
1615:
1611:
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1448:
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1440:
1439:Virtual crime
1433:Virtual crime
1432:
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1418:
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1397:
1389:
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1339:
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1327:
1326:
1316:
1314:
1312:
1307:
1305:
1301:
1297:
1296:skin gambling
1293:
1289:
1285:
1282:skins, these
1281:
1277:
1273:
1272:
1266:
1264:
1256:
1251:
1250:virtual goods
1247:
1243:
1239:
1238:
1229:
1227:
1220:
1218:
1215:
1210:
1202:
1200:
1198:
1189:
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1182:
1179:
1178:Ultima Online
1175:
1171:
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1163:
1159:
1153:
1149:
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1143:
1139:
1135:
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1125:
1122:
1118:
1117:Ultima Online
1113:
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1096:
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1089:
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1038:
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1017:
1016:
1015:
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1008:
1006:
1001:
1000:
999:laissez-faire
995:
991:
987:
979:
977:
974:
972:
968:
964:
963:virtual goods
960:
959:virtual world
956:
952:
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896:
895:
888:
885:
883:
880:
878:
875:
873:
870:
868:
865:
863:
862:Post-scarcity
860:
858:
855:
853:
850:
848:
845:
843:
840:
838:
835:
833:
830:
828:
825:
823:
820:
818:
815:
813:
810:
808:
807:Expeditionary
805:
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689:
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685:
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683:Socialization
681:
679:
678:Privatization
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671:
669:
668:Mutualization
666:
664:
661:
659:
658:Marketization
656:
654:
651:
649:
646:
644:
643:Expropriation
641:
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623:Communization
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3714:Agency News
3694:28 February
3604:13 February
3540:. pp.
3401:6 September
3017:VentureBeat
2837:February 3,
2789:Destructoid
2756:Destructoid
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1740:Virtonomics
1475:Second Life
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1065:Marketplace
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3845:2016-08-25
3814:9 November
3782:2 November
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3665:2021-04-19
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3288:30 October
3258:2013-05-02
3213:2013-05-02
3180:30 October
3057:2023-01-03
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2827:Future plc
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2663:2021-04-19
2633:2020-04-02
2430:2017-03-12
2365:2017-03-12
2333:2021-10-26
2303:2005-05-29
2247:2004-10-25
2203:2010-08-30
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1909:therebucks
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1768:Diablo III
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