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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.


2007 SURF-IT SYMPOSIUM

2007 UROP SYMPOSIUM

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2007 Ludogrind
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