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
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
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 $100,000 on the resort by charging various fees
Ethical issues
A new form of sweatshop
Approximately 100,000 young players in China alone hold professional gaming for the purpose of trading virtual assets as a job.
Factories have anywhere from 20-300 computers set up in a confined place where players play as long as 16 hour shifts without breaks
http://youtube.com/watch?v=ho5Yxe6UVv4
A look into the Future
Virtual asset trading is projected to reach a 7$ 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?
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