Feinder -> RE: Somewhat OT, but sorta relevant :Taxation of virtual assets (12/4/2006 10:29:56 PM)
|
While I shake my head as well Prz, it does happen all the time. It's extrememly difficullt to get a real handle on the "virtual industry", but I've read articles that estimate the "value" of the on-line game economies to be nearly a billion dollars a year (which is about the value of the game market itself!). Recent issue of PC Gamer magazine profiled a "company" in China who employs 60 - 100 persons, that litterally all they do is play the World of Warcraft, and sell their items to players. There are many companies just like it. Why would a player pay real money for virtual items? Again, while I would not, I can see some of the justification... a. Believe it or not, the the largest purchasing power in the gaming market is the 25 - 35 year old group. On-line games require a credit card (or Mom & Dad's). 25 - 35 year olds have the money to spend. But they may not have the TIME, so... b. If you're a young professional who wants to play with all the cool toys, but don't have the time to get them, just buy them. c. If you're a young professional who doesn't have the time to level up to "the really cool stuff", just pay somebody to level up a character for you. d. If you take a break from the game, and all your virtual friends have kept levelling (you're now 6 months "behind"), pay somebody to level your character and/or get the items you need to close the gap. e. Same as E, except maybe your friends convince you to start the game, so you pay somebody to "catch up" to thier characters so you can all group together. People give all sorts of reasons. It doesn't matter what we think (that it's stupid). The truth is there is LOT of (real) money changing hands over virtual items. -F-
|
|
|
|