Since MMORPG has become very popular over the world, revenues have risen dramatically over the years to keep up with the demand of online gamers world wide. As of 2005, about half a billion US dollars have been allotted to MMORPG and about one billion dollars have been allotted to the western revenues alone.
Economics on MMORPG
Most online role-playing games feature living economies. Virtual items and currency have to be gained while playing the game and have definite value for the players. Such a virtual economy can be analyzed and has value in economic research and can even have a dramatic impact on the economies of the real world.
Edward Castronova, one of the early researchers of MMORPGs, demonstrated that there is an existing supply-and-demand market for virtual items, even crossing over with the real world. Some of the crossover requirements are the following: The player’s ability to sell in-game items for virtual currency, trading of items which have the similar value, the purchase of game items with real money, and the exchange of real money with in-game money.
The idea of exchanging real 메이저사이트 currency virtual currencyor in-game items has had a significant effect on both the players and game industries. Some people even make a living out of the virtual economies. These people are termed as “gold farmers” and can be employed through the game shops or private forums.
Game publishers usually prohibit the exchange of real currencies with in-game items or virtual money however, these exchanges are hard to control and due to the necessity of an item or virtual money, many of the players offer real money exchange. There are some online games which offer a direct link between virtual economy and real-world economy. A perfect example is the game “Entropia Universe”. In this online game, real money can be deposited for game money and vice versa.