The Fairness of Virtual Currency
CNet.com is running an article looking into the fairness of the virtual currency exchange. From the article: "...according to two of the leading experts in the economies of these virtual worlds, getting a fair price in the exchange of real dollars for fantasy coins can be a crapshoot. Turns out it's hard to find reliable data about the dollar/virtual currency exchange rates in a pretend world where there's no Alan Greenspan setting interest rates and scolding everyone about irrational exuberance."
Wait. Aren't all currencies artificial by now? I mean, not all countries have enough gold to substain the amount of "money" they have.
Oh, don't you love it when people forget about a bank inbetween currency exchange.
Go to the w3.org and put Slashdot.org through the validator.
And isn't this the same place where un-fair cheat codes dominate game play. Sounds about right, and remember, it's just a game.
Go to the w3.org and put Slashdot.org through the validator.
"Cyberspace nations that are issuing these currencies are going to be under legal obligation to report sales and volumes and transactions, because in worlds where those currencies can be freely liquidated into dollars, there are clear tax implications."
Man I can't even avoid taxes in a videogame.
This is a black market with respect to the rules in many games. Expecting some kind of fairness when breaking the rules in those games is simply ludicrous.
haha http://www.verylowsodium.com/fanimutation/exuberan ce.php
I love games. I love to play these games; my girlfriend and I play a MMORPG together and think it's great. It is great to collect virtual money and spend it in entertaining ways, notwithstanding getting awesome items and equipment.
That being said, the currency is worthless. Just plain worthless. Virtual assets don't exist; they're intangible. They're in a proprietary gameworld and if they belong to anyone they belong to the company that is providing the game. Also, trying to assign real value to items in-game by exchanging them for things outside the game like money is strictly prohibited in the license agreement of most games.
Come on, people! The state should never be involved in this sort of thing.
Did someone say "Irrational Exuberance"?
Yatta! Back from 2001 with a vengence! All your base's got nothing on this.
The reason I support this is that the more value these things are allowed to have in 'real' economies the less freedom we'll have in the game. Many fun games allow players to kill, loot and steal from eachother. Other games offer opportunities for fraud and deception - all part of the game. However if a governemtn were to in any way acknowledge the value of fantasy currency then the victim of a fantasy crime might have grounds for legal action in the real-world courts. This would be lethal to one of the most precious aspects gaming - the escapism from real-life consequences.
Imagine what would happen to Nightfreeze in a world like that?
The economic studies are always interesting to me and occasionally something will happen in-game that provides a quick "level check". Recently SOE published a new boxed version of Star Wars Galaxies which includes both of the add-ons, Jump to Lightspeed and Rage of the Wookies. As an incentive, SOE included a BARC speeder special item, from the last movie. The new speeder is the only new content in the box, so it's the only incentive for existing players to buy it. The BARC speeders immediately started selling for 3 million credits. Since the box is available for $30.00, the value of a SWG credit could easily be pegged at $0.00001. At least as of last week in the Intreped "galaxy".