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VIRTUAL ECONOMIES

See Also: Virtual economy


Some players spend a vast amount of time playing these games, typically building their character and a collection of items. Some such items may have been obtained through months of gameplay, involving various tasks and a substantial level of effort. According to Standard Conceptions Of Economic Value , 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 Utility to the user.

Stemming from their value in the virtual economy, these items, and the characters themselves, have gained monetary value in the real world. Online Auction Web Site EBay , along with specialist trading sites, have allowed players to sell their wares to the highest bidder. This has attracted Fraud ulent sales as well as Theft . Many game developers, such as Blizzard Entertainment (responsible for '' World Of Warcraft '') oppose and even prohibit the practice. Some argue that to allow in-game items to have monetary values makes these games, essentially, Gambling venues. {Link without Title}


Ownership

In most games players do not "own", materially or intellectually, any part of the game world, and merely pay to use it (one exception being '' Second Life ''). Because this "virtual property" is actually owned by the game developer, a developer who opposed real commerce of in-game currencies would have the right to destroy virtual goods as soon as they were listed on EBay or otherwise offered for real trade. However, such a decision would be controversial with game participants.


KNOWN CASES

In South Korea , where the number of Computer Game players is massive, some have reported the emergence of gangs and mafia, where powerful players steal and demand that beginners give them virtual money for their "protection".

In China , Qiu Chengwei was sentenced to life in prison after stabbing and killing fellow '' The Legend Of Mir 3 '' gamer Zhu Caoyuan. In the game Qiu had lent Zhu a powerful sword (a "dragon sabre"), which Zhu then went on to sell on eBay for 7,200 Yuan (about £473 or $870). With no Chinese laws covering the online dispute, there was nothing the police could do. {Link without Title} {Link without Title}

Cybersex is common on Instant Messenger (IM) systems and has been seen as having questionable moral, if not legal, standings when children are involved. In the game '' The Sims Online '' a 17-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. This led to the cancellation of his accounts but no legal action, mainly because he was above the Age Of Consent . {Link without Title} {Link without Title} {Link without Title}

The term ''virtual mugging'' was coined when some players of '' Lineage II '' used Bots to defeat other player's characters and take their items. The Japan ese Kagawa Prefectural Police arrested a Chinese foreign exchange student on 16 August 2005 following the reports of virtual mugging and the online sale of the stolen items. {Link without Title}

The virtual economies of many MMOs and the exchange of virtual items and currency for real money has triggered the birth of the '''virtual ''. Both practices carry the effects of predatory capitalism in-game, too, as excessive farming and duping can ruin economies and upset game balance. There has also been reports of collusion between farmers and online currency exchanges. In 2002 , a company called Blacksnow Interactive, a game currency exchange, admitted to using workers in a sweatshop in Tijuana , Mexico to farm money and items from '' Ultima Online '' and '' Dark Age Of Camelot ''. When Mythic Entertainment cracked down on the practice, Blacksnow attempted to sue the game company.


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