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

See all articles by Vili Lehdonvirta

Vili Lehdonvirta

University of Oxford - Oxford Internet Institute

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.

Suggested Citation

Lehdonvirta, Vili, Real-Money Trade of Virtual Assets: Ten Different User Perceptions (December 1, 2005). Proceedings of Digital Arts and Culture (DAC 2005), IT University of Copenhagen, Denmark, pp. 52-58, December 1-3, 2005. Available at SSRN: https://ssrn.com/abstract=1351772 or http://dx.doi.org/10.2139/ssrn.1351772

Vili Lehdonvirta (Contact Author)

University of Oxford - Oxford Internet Institute ( email )

1 St. Giles
University of Oxford
Oxford, Oxfordshire OX1 3JS
United Kingdom

HOME PAGE: http://www.oii.ox.ac.uk

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