Wednesday, January 26, 2005
Virtual economy
Virtual economies of the massively multiplayer online role-playing game industry are beginning to have real world implications. Apart from the fact that avatars are being bought and sold on ebay, one academic believes after totting up the going rate for virtual credits in the real world that collectively they have the same economic value as Bulgaria, and that it would be even more if Everquest didn't ban sales of its 'assets' in auctions. Even more startlingly, considering the implications of this, there are currently no tax rules, so anyone earning through this technique would not necessarily be compelled to declare.
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1 comment:
Incidentally I heard this at a talk by gaming guru Aleks Krotoski.
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