Real-Money Trade of Virtual Assets: Ten Different User Perceptions
Proceedings of Digital Arts and Culture (DAC 2005), IT University of Copenhagen, Denmark, pp. 52-58, December 1-3, 2005
7 Pages Posted: 6 Mar 2009
Date Written: December 1, 2005
Abstract
In massively multiplayer online games and similar virtual worlds, virtual assets such as accounts, currencies and items are increasingly being traded for real money. The phenomenon is controversial: while some players support it, many feel strongly against it. In this paper I describe different ways in which players perceive real-money trade and explain why a player might hold a particular view by referring to related research on player motivations. The results should help designers choose their strategy towards virtual asset trade and understand how the audience is likely to react to it.
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