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New Business:Real life dollars buy in-game currency by Steven Golden
Will
people pay real dollars for in-game virtual money to help their
virtual characters buy in-game goods?One gamer, who goes by the screen
name Haylo, said he spent $10 to $20 real dollars a month on in-game
platinum(all nonexistent, of course) to buy weapons and other goods in
Dark Age of Camelot (DAOC), but would spend more if he could afford
it.
Most
video games have some form of currency. In many ways, the in-game
economy is similar to a real world economy - goods and services are
traded to mutual advantage and are mediated in currency (platinum,
gold, credit,etc.). "With all the things you can buy in
game," a gamer said, "it's hard not to want them, just like
real-life stuff."
The
average Massively Multiplayer Online Role Playing Game(MMORPG) player
is 27-year-old -- a demographic drooled over by marketers. Plus,
nearly half of all players have jobs, which often means they have more
money than time and are the perfect consumers of virtual assets. On
the Internet, many gamers now buy virtual money that only exist as
data files stored in a server run by a game company with real-world
dollars, and the buying and selling of virtual currencies may be off
most people's radar, but it is truly big business.
An
online broker, who goes by the screen name Rolala, was not a fan of
online games until his 15-year-old son became interested in Final
Fantasy XI. He then noticed that a large number of gils which are the
currencies used in FFXI were for sale on eBay.
"I
started hearing about players leaving the game who were selling their
assets at cheap prices," he said, "so I figured, buy low,
sell high."
But
Rolala found his moneymaking options in FFXI "very limited".
He switched to World of Warcraft. There, he has leveraged his
real-life experience into an online business. He converts his game
profits into real money on sites like eBay and bankofwow ,etc.
Earnings can be considerable. He said he was on track to earn about
$120,000 in real money in his first year in this business.
Rolala's
business is just one example of how increasingly popular online
role-playing games have created a shadow economy in which the lines
between the real world and the virtual world are getting blurred.
"World
of Warcraft", the world's largest MMORPG, boasts more than 1
million paying users in North America.There are many sites like wow
gold free strategics, teaching gamers how to earn wow gold in game for
free, however many players are still willing to buy gold and weapons
to help their virtual characters get a higher virtual status more
rapidly. Some virtual goods in World of Warcraft have been sold for
thousands of dollars. It obviously creates a large real world market.
Edward
Castronova, an economics professor at Indiana University who has
written a book on the subject, calculated that if you took the real
dollars spent within "EverQuest "as an index, its game
world, called Norrath, would be the 77th richest nation on the planet,
while annual player earnings surpass those of citizens of Bulgaria,
India or China.
Go
to GameUSD, an exchange-rate calculator for the virtual worlds, and do
a search for the latest rates of virtual currencies against the U.S.
dollar, and let your jaw drop open. The rates of some virtual world
currencies are even better than that of the Iraqi Dinar! For instance,
here is the recent exchange rate of several popular virtual
currencies: Everquest Plat ($0.54/1K), EQ2 Gold ($0.17/gold), WOW Gold
( World of Warcraft Gold ) ($0.098/gold), SWG Credit ($4.40/1M),
Lineage 2 adena ($2.80/1M), Guild Wars Gold ($0.12/1K), FFXI Gil
($17.89/1M), etc.
Right
now, this business is one of the most hotly debated issues on the
internet. Many game companies such as Blizzard who run World of
Warcraft discourage profit from in-game properties, though none have
found a way to stop it.
Sony
Online Entertainment, on the other hand, encourages the practice
(albeit within the confines of their own "Station Exchange",
their own forum for the sale of in-game properties). It recently
announced the first month's figures from "Station Exchange".
According to SOE, over 45,000 characters from "EverQuest 2"
have been active on the exchange and have spent over $180,000 USD in
one month, half of which have been spent on in-game gold and platinum.
Despite
of different attitudes towards virtual currency trade, the number of
people who are getting into such business is rising, and the size of
market has been expanding very rapidly.The market also creates a
competitive environment. We could refer to sites like GameShopList, a
price comparison site, to see the fierce price competition between
different exchange sites.
For
some ordinary gamers, however, such a capitalist approach spoils the
experience. Nick Yee, a psychology researcher from Stanford
University, believes many players dislike virtual currency traders
because, by using real wealth to buy virtual power, "they're
breaking the fantasy-reality bubble, getting an advantage in a way
that other players can't".
According
to a recent survey by IGN, an internet media focused on the videogame
markets, most gamers say they dislike and avoid this business,
believing that it gives players with more discretionary income an
unfair advantage.
But
such attitudes are called into question by size estimates for the
virtual asset trading market, which is seen having a value of $200
million to nearly $900 million in 2005.
One
potential explanation for the disconnection between attitudes and
money spent may be that gamers are unwilling to admit they use the
services, IGN said.
In
terms of the law's concern, another issue is, who owns the virtual
money? Many virtual world designers maintain that anything created in
the world belong to the company. They refuse to recognise the rights
of their players in the virtual property for fear of attracting
liability for its maintenance or security.
But
will this work in the long term? Players spend considerable time
and/or money acquiring such assets. In many cases they are the
creation of the player and even the intellectual property ownership is
questionable. "As we spend more time in these worlds, it's not
enough for companies to say that 'we own everything and we can turn it
off at any time,'" said a gamer. "The question may soon be
should we have recourse against a game company for obliterating
virtual assets?"
With
the rapid growth of virtual currency exchange market, should people
accord virtual property the same protection as property in the real
world?
About the Author
Steven
is a researcher for many game sites such as wow
gold ,cheap wow gold ,wow
gold ,wow gold ,etc.
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