Virtual Asset Trading in MMORPGs

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  • + guest601798 Ingamex Ph 1 week ago
    The safest way to trade virtual assets is to trade in a legitimate virtual item exchange site where pages are protected using fraud-prevention technology and an escrow for funds used in trading. visit ingamex.com to start trading in a secure real-time trading market for in-game items.
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Virtual Asset Trading in MMORPGs - Presentation Transcript

  1. Virtual Asset Trading in MMORPGS Henrique Malvar
  2. What the PowerPoint will cover
    • What is virtual asset trading?
    • How did it begin?
    • The influence of macroing/botting
    • How did major games respond to online trading?
    • What is it’s effect on the economy?
    • Who is selling virtual assets? (Who are the big players)
    • Crazy examples
    • Ethical Problems?
    • What about in future MMORPGS?
  3. Virtual Asset Trading
    • The trade of virtual items for real life money
    • Worlds are run on a virtual economy – more money translates to more power
    • Some players feel gaining money in games takes to long, thus they opt to just purchase the virtual money with real life currencies
  4. Where did it all begin?
    • Everquest – 1999
    • Almost impossible for casual players to keep up with hardcore gamers
    • Gamers began to resort to buying items instead of playing for days to acquire them
    • Asheron’s Call- 2000
    • No max level, thus casual players were extremely hurt
    • First case of players macroing/botting to gain experience and money faster
  5. The influx of eBay
  6. The influence of botting
  7. Everquest & Everquest II
    • Since the release of Everquest Sony didn’t allow the trading of virtual assets
    • In January of 2001, Sony asked eBay to stop listing any auctions regarding Everquest
    • However in July 2005, Sony launched the Station Exchange-a way to facilitate buying in-game items
  8. Station Exchange
    • A website set up by Sony to easily allow players to sell and purchase items & characters
    • Only on two servers in the game
    • Safe way for players to exchange goods
  9. World of Warcraft
  10. Other Games
    • Lineage I & II- Selling assets isn’t allowed, however it is not strictly enforced
    • Asheron’s Call-Selling of characters and player housing not allowed, selling of virtual money is allowed
    • Dark Age of Camelot- Not allowed, and strictly enforced
  11. Effect on economy View #1
    • Creates a large amount of competition within the server, driving down prices which is almost like the Wal*Mart effect
    • Although gold farming is disreputable, it still creates a very competitive capitalistic economy
  12. Effect on the economy View #2
    • Virtual Asset traders (Gold Farmers) causes inflation
    • The value of the virtual currency goes down, thus the price needed to purchase goods goes up
    • Extremely harmful to new players as they won’t receive enough money from quests & monsters to purchase intended items
  13. Major Distributors
    • IGE- Founded in 2001, IGE is the largest seller of virtual money & accounts for 11 different online games. Offices located in LA, Hong Kong & Miami
    • Guy4game- Not as popular as IGE, but rising in popularity. Launched in 2004, Guy4game currently has 200 employees
  14. Crazy Examples
    • 2001- A high level character named Blood is sold for $15,000 in Asheron’s Call
    • 2004- A man paid $26,000 for a virtual island in the game Entropia Universe
    • 2005-A man purchases a “Space Resort” for $100,000 in Entropia Universe – within eight months the player had already $100,000 on the resort by charging various fees
  15. Ethical issues
    • A new form of sweatshop
    • Approximately 100,000 young players in China alone hold professional gaming for the purpose of trading virtual assets as a job.
    • Factories have anywhere from 20-300 computers set up in a confined place where players play as long as 16 hour shifts without breaks
    • http://youtube.com/watch?v=ho5Yxe6UVv4
  16. A look into the Future
    • Virtual asset trading is projected to reach a 7$ billion industry by 2009 (last year it was approximately a $2 billion dollar industry)
    • Most new MMORPGs are following WoW example of zero tolerance
    • Will virtual asset trading see a cross into the Xbox live marketplace and the PS3 online services?

+ wuzziwugwuzziwug, 3 years ago

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By Henrique Malvar

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