An Insight into Virtual Economies and how they are used to Launder Money

18

October

2022

5/5 (2)
Source: Eve Online

Virtual economies (VE) have been around since the emergence of video games. In essence they are no different from a real economy. Someone has a demand for a certain product, say an in-game cosmetic, and if the price is right another person will fulfil that demand and supply the buyer with the good. The only difference is that these economies solely trade virtual goods such as character skins, weapons, virtual property and more. A good representation of a VE is the MMORPG World of Warcraft (WoW) released in 2004. The game allowes players to, among others, ‘farm’ cosmetics and equipment that could be traded for virtual money or other goods. This resulted in an economy that trades over 21 billion gold (which is the in-game currency) a day (Royce, 2021). For those of you that don’t know what to do with that number, on the grey market 10 thousand gold is worth roughly 70 euros (MMOGA, n.d.), which amounts in transactions worth 1 million euros a day.  It’s considered a grey market since Activision Blizzard, the developers of WoW, do not permit the exchange of in game currency for real currency.

However not all VE are built the same. WoW’s developers allow users gain goods through for example killing foes and crafting, which results in developer defined and therefore limited creation of content (Sivan, 2016). Another approach would be that of online platforms such as Second Life. The game allows users to create a fully personalized characters (Avatar) and provides a 3D modelling tool to create fully customizable content. This result in a practically unlimited creation of content and in theory allows users to own and sell their creations as intellectual property (Sivan, 2016).

Games such as Eve Online have managed to take the concept of VE even more extreme, practically imitating real world economies. The game is a MMO based in space that allows for trade, mining, fighting and more. While the game functions on a limited creation of content concept, the developers practically do not interfere with the economy. In fact, the game allows players to create organizations that have become so big that they function as nation states. The largest of these is the Strategic Exploration and Development Corp, which has amassed over 11 thousand players (doltan, n.d.) from whom it collects taxes, sells protection and insurances, trades with, sells bonds to and more. In 2014, a clash between two of these organizations over resources and land resulted in the largest in-game battle ever recorded, with over 7 thousand players participating in a war that has been estimated to cost players roughly 300,000 USD (real-world) (How Money Works, 2021). The sheer number of transactions resulting from wars and other in game events has allowed players to launder money worth hundreds of thousands by selling it on the grey market and hiding it in player-based trades (How Money Works, 2021).

References

Dotlan. (n.d.). Top 100 Corporations (with alliance membership, sort by membercount). Available From <https://evemaps.dotlan.net/corp/top> [Accessed 18.10.2022]

How Money Works. (2021). How EVE Online’s Massive Virtual Wars Are Financed – How Money Works [Online]. Available From <https://www.youtube.com/watch?v=m6j_UsGJnkQ> [Accessed 18.10.2022]

MMOGA. (n.d.). WOW WOTLK CLASSIC GOLD. Available From <https://www.mmoga.com/World-of-Warcraft-WotLK-Classic/WoW-WotLK-Classic-Gold,EU,Auberdine-Horde/> [Accessed 17.10.2022]

Royce, B. (2021). World of Warcraft gamers move 21B gold through the player economy every day. Available From <https://massivelyop.com/2021/01/21/world-of-warcraft-players-move-21b-gold-through-the-economy-every-day/> [accessed 17.10.2022]

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Cloud Gaming – The Future of Gaming

9

October

2022

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Elena Lacey; Getty Images

The services cloud gaming providers offer are quite dependent on the company. Some provide a Windows-based desktop with all features of a fully-fledged Windows environment (Shadow), others provide access to a set library of games (Xbox Cloud Gaming), and some provide access to hardware that’s compatible with specific games that a user must buy independently (GeForce Now). The innovations are there, but are these enough to shift console, PC, and even mobile gaming to the cloud?

What makes cloud gaming attractive to users is that it’s a cheap and easy way to access video games. A monthly subscription for the Xbox Game Pass Unlimited costs 12.99€ and provides access to over 100 games and access to cloud hardware equivalent to the 499.99€ Xbox Series X (Subhan, 2021). With fully-fledged Windows environments, such as those provided by Shadow, the cost savings margin is even greater, providing access to hardware upwards of 1500€ if you include costs required to build a pc (Motherboard, Case, etc.). But with these great offers, what is holding back cloud gaming and why did platforms like Stadia fail?

Cloud gaming requires a fast and stable internet connection. With the progressive implementation of high-speed fibre cables, which provide network speeds of up to 1 GB/s, this will soon no longer be an issue. Solely having high network speeds is however not enough for all games. Online games, which have a market share of 56.5% of the total gaming market when excluding mobile games (Statista, 2022) require low latency to prevent lag and improve reaction time. Cloud gaming practically doubles latency from the user’s standpoint by having to connect to the cloud and form the cloud to the game server instead of directly to the game server (Campbell, 2022). This is especially troublesome for competitive E-Sports games such as League of Legends and Counter Strike. Due to this, the online game genre will likely not see a growth or shift in gamer base stemming from cloud gaming until latency can be improved.  

According to Fortune Business Insight (2022), the cloud-gaming industry will see a CAGR of 43.6% until 2029. The main drivers of the Cloud gaming industry are hardcore gamers and mobile gamers (Fortune Business Insight, 2022). Hardcore gamers spend a majority of leisure time on gaming, due to this they tend to have higher hardware requirements. Mobile games currently account for 77% of the total gaming market (Statista, 2022). These run-on mobile processors with limited power. Cloud gaming has the potential to disrupt this market, making high power hardware accessible from phones and tablets and allowing users to run console level games and graphics on their mobile devices.

References

Campbell, A., 2022. Cloud gaming latency – the main stumbling block of the industry. [online] HelpWire Blog. Available at: <https://www.helpwire.app/blog/cloud-gaming-latency/#:~:text=If%20you%20are%20restricted%20to,add%20to%20your%20latency%20issues.> [Accessed 9 October 2022].

Fortune Business Insights, 2022. With 43.6% CAGR, Cloud Gaming Market Size worth USD 40.81 Billion in 2029. [online] GlobeNewswire News Room. Available at: <https://www.globenewswire.com/en/news-release/2022/05/23/2448235/0/en/With-43-6-CAGR-Cloud-Gaming-Market-Size-worth-USD-40-81-Billion-in-2029.html> [Accessed 9 October 2022].

Statista, 2022. Video Games – Worldwide. [online] Available at: <https://www.statista.com/outlook/dmo/digital-media/video-games/worldwide#revenue> [Accessed 9 October 2022].

Subhan, I., 2021. Xbox Cloud Gaming now runs on Series X hardware. [online] Eurogamer.net. Available at: <https://www.eurogamer.net/xbox-cloud-gaming-now-runs-on-series-x-hardware#:~:text=Series%20xCloud.&text=Microsoft%27s%20Xbox%20Cloud%20Gaming%20service,framerates%20and%20lower%20loading%20times> [Accessed 9 October 2022].

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