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A virtual economy or sometimes synthetic economy is an emergent economy existing in a virtual world , usually exchanging virtual goods in the context of an online game , particularly in massively multiplayer online games 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. Despite primarily dealing with in-game currencies, this term also encompasses the selling of virtual currency for real money.
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 Second Life 's recognition of intellectual property rights for assets created "in-world" by subscribers, and its laissez-faire policy on the buying and selling of Linden Dollars the world's official currency for real money on third party websites.
Virtual property is a label that can refer to any resource that is controlled by the powers-that-be, including virtual objects, avatars , or user accounts.
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.
The existence of these conditions create an economic system with properties similar to those seen in contemporary economies.
Therefore, economic theory can often be used to study these virtual worlds. Within the virtual worlds they inhabit, synthetic economies allow in-game items to be priced according to supply and demand 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 often sold for real world profit. The release of Blizzard Entertainment 's World of Warcraft in 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.
Real money commerce in a virtual market has grown to become a multibillion-dollar industry. In , EverQuest players Brock Pierce and Alan Debonneville founded Internet Gaming Entertainment Ltd IGE , a company that offered not only the virtual commodities in exchange for real money but also provided professional customer service.
IGE 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 but low wage workers could field orders, load up avatars, retrieve store goods and deliver them wherever necessary.
Hundreds of companies are enormously successful in this new found market, with some virtual items being sold for hundreds or even thousands of dollars.
Some of these companies sell multiple virtual goods for multiple games, and others sell services for single games. Dugger represents a 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 Ultima Online , the mythical world in which the venerable MMO 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.
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 examples of the economic growth of Second Life an amateur analyst in estimated the income inequity in Second Life's economy as worse than has ever been recorded in any real economy: a Gini coefficient of The global secondary market - defined as real money trading between players - turnover was estimated at million dollars in by the president of the, at the time, market leading company IGE.
However, the secondary market is unlikely to have followed the growth of the primary market since 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 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 financial crisis of — would have affected the secondary market negatively as well.
Post secondary market growth is likely localized to emerging markets 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 trading market and it has there become an officially acknowledged and taxable part of the economy.
However, being a largely unregulated market and tax free market, any turnover figure or economic model remain speculative. 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; for example, by completing quests in World of Warcraft , players earn gold pieces that are used to purchase new gear.
Many online games, particularly those that use the freemium 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 time-limited virtual goods, access to new characters or levels, 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, making it a "one-way currency".
This practice tends to encourage the player to buy additional bundles as to minimize their leftover premium currency, a favorable practice for the publisher.
Team Fortress 2 , a team-based online FPS released by Valve in , is a hero shooter , where players selected from one of several created characters to control.
In , Valve introduced hats, virtual goods 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 synthesis the hat, or later could be purchased directly using real-world currency through the game's storefront.
Valve also expanded this customization beyond 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 Steam , players could trade these items, 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.
Valve followed the same pattern with its next major game, Counter-Strike: Global Offensive , 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 Team Fortress 2.
As with Team Fortress 2 skins, these Counter-Strike 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.
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.
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 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.
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 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. Most scholars agree that the sale of virtual property for real currency or assets is taxable.
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.
As with the above skin gambling concerns, conversion between in-game and real-world currency has led to direct comparisons with other online games of chance as 'virtual winnings'.
This is why gamers and companies engaged in this conversion, where it is permitted by a game, may fall under gambling legislation. You can see how these would be ignored at first, but very soon they could be in trouble.
If it does have value, it could be gambling. Monetary issues can give a virtual world problems similar to those in the real world. In South Korea , where the number of video game players is massive, some [ who?
Other similar problems arise in other virtual economies. In the game The Sims Online , a year-old boy going by the in-game name "Evangeline" was discovered to have built a cyber- brothel , where customers would pay sim-money for minutes of cybersex.
Maxis 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.
This heist left investors feeling outraged and vulnerable. In EVE Online 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 NPC police intervention in higher-security space.
Virtual possessions valued in the tens of thousands of USD have been destroyed or plundered through corporate espionage and piracy.
This has resulted in widespread retributive warfare and crime between various player corporations. RuneScape went as far as making this practice impossible by removing unbalanced trades and their traditional player vs.
To control real money trading, EVE Online 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.