Hal asked in Social ScienceEconomics · 1 decade ago

What goods and services do players in virtual worlds produce/sell?

Apparently some online games such as World of Warcraft or Second Life have economies larger than small African countries. If the size of an economy is measured by the total value of all goods and services produced, what kinds of goods and services are produced and sold in these virtual worlds?

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  • Anonymous
    1 decade ago
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    What commerce does occur, usually takes the form of gold and in-game currency being sold for actual cash. There are also services which offer to "power-level" your character, which means they will take control of your character and rush him through the game until he is at the maximum level (so you don't have to do it yourself).

    Depending on the game, it is difficult to determine the size of the markets. Games like World of Warcraft, Everquest discourage the exchange of goods and services for real money and punish it whenever it is discovered (accounts are banned, money and goods are removed from the game, etc). Legitimate markets for these virtual items are difficult to find. Where players used to use websites like EBay to sell virtual wares, These sites no longer support the sale of virtual property

    Second Life is a special case. Second Life is set up to freely allow cash to go back and forth between the game and the real world. There is a set exchange rate between dollars and linden (the in-game currency).

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