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Real-Money Trade of Virtual Assets: New Strategies for Virtual World Operators

Abstract:
Game assets such as characters, currencies and items are increasingly being traded for real money. Game operators have reacted in various ways: some attempt to curtail the trade, while others encourage it. A growing number are getting involved in the trade themselves. In this paper I develop a classification based on marketstructures that maps the range of strategies available to an operator for dealing with real­money virtual asset trade. I apply the classification in four case studies and explore the implications of the various strategies on business, design and customer satisfaction. The case titles are EverQuest, Ultima Online, Habbo Hotel and Project Entropia. The results aim to help designers and business developers deal with the real­money trade phenomenon in a more structured manner.
Publication status:
Published
Peer review status:
Not peer reviewed

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Institution:
University of Oxford
Division:
SSD
Department:
Oxford Internet Institute
Role:
Author
ORCID:
0000-0002-6509-1703

Contributors

Role:
Editor


Publisher:
Icfai University Press
Host title:
Virtual Worlds
Pages:
113-137
Publication date:
2008-01-01
ISBN-10:
8131415856
ISBN-13:
9788131415856


Keywords:
Pubs id:
pubs:826652
UUID:
uuid:84d66abc-c96d-4e7b-9660-e42a0f5419d9
Local pid:
pubs:826652
Source identifiers:
826652
Deposit date:
2018-02-25

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