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RESEARCH
Gaming and
Real-Money Trade: Gray Market Analysis
Working Abstract
Controversy
has recently
arisen surrounding massively multiplayer online role-playing games
(MMORPGs),
especially the emerging practice of real-money trade (RMT) whereby
gamers buy
and sell virtual in-game assets such as items, coin, and characters for
real
money. Edward Castronova has used Pigouvian welfare analysis to show
that there
are macro level social and economic consequences that affect the
non-participating
gaming community. This study investigates potential social and economic
benefits by examining player and developer strategic responses to RMT
involving World of Warcraft, Everquest II and Second
Life. Using
Coasian economic theory, this piece applies anecdotal and empirical
evidence
from abstracts, conferences, legal proceedings, white papers, books,
interviews, and first-hand experience to qualitatively examine player
demand
for economic tools to facilitate RMT transactions, followed by a
similar
evaluation of the tools embodied in developer responses: prohibition,
market
segmentation, and absolute integration. Results suggest the problem is
complex,
showing that negative externalities are tied to post-game design
business
models and decisions directly controlled by game companies.
Interpreting these
results suggest that, were game companies to deregulate, lifting
various trade
barriers, RMT could provide an additional source of revenue by
eliminating the
deadweight cost of minimizing it. The study concludes that RMT
maximizes
financial and social benefit to the whole of the gaming community when
properly
harnessed, and suggests that the tools required for RMT be provided
free from
systems of exploitation.
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