Markets for Game Gold and Game Assets

Sat, Nov 7, 2009

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Markets for Game Gold and Game Assets

Virtual Economies is a guide to real money trading (RMT) in MMORPGs (virtual worlds). We track trading in game gold, player accounts, and game assets, power leveling, and pricing data.


Virtual Economies is a guide to real money trading (RMT) in MMORPGs (virtual worlds). We track trading in game gold, player accounts, and game assets, power leveling, and pricing data.

IGE, Thumbnails by Thumbshots.org IGE
IGE is the largest stand-alone marketplace for buying and selling virtual currency and assets. Offers exchange services for many of the world’s most popular MMOGs, including both direct buying and selling services as well as a trading platform.
Live Gamer, Thumbnails by Thumbshots.org Live Gamer
Live Gamer partners with leading publishers and developers to provide a reliable market to exchange virtual goods and objects.
http://stationexchange.station.sony.com/
PR: 7
Player Auctions, Thumbnails by Thumbshots.org Player Auctions
A secure marketplace to buy and sell MMO game assets.”.
http://www.playerauctions.com/
PR: 6
Gaming Treasures, Thumbnails by Thumbshots.org Gaming Treasures
Formerly UO Treasures, but has expanded beyond Ultima Online to offer trading and power leveling in numerous games.
http://www.uotreasures.com/
PR: 5
MMORPG-Exchange, Thumbnails by Thumbshots.org MMORPG-Exchange
Exchange established in Sept. 2004 and offering trading in game goods, including WoW Gold, Lineage 2 Adena, Everquest 2 Gold, EQ2 Gold, SWG Credits and more.
http://www.themmorpgexchange.com/
PR: 5
GamePal, Thumbnails by Thumbshots.org GamePal
An exchange where you can buy, trade and sell currency, items and accounts for over 15 MMORPG games. Also offers character rentals and power-leveling services.
http://www.gamepal.com/
PR: 4
FavGames, Thumbnails by Thumbshots.org FavGames
Established exchange for the purchase and sale of virtual currency and property. Also operates the Virtual Currency Exchange, which enables players to exchange currency from one MMORPG to another. Acquired MMORPGAuctions.com.
http://www.favgames.com/
PR: 4
Markee Dragon, Thumbnails by Thumbshots.org Markee Dragon
Game brokering and services, with a focus on Ultima Online.
http://www.markeedragon.net/
PR: 4
MOGS.com, Thumbnails by Thumbshots.org MOGS.com
Marketplace for online items. Launched in 2004, Based in Cleveland.
http://www.mogs.com
PR: 4
Guy4Game, Thumbnails by Thumbshots.org Guy4Game
Fast growing virtual assets and gaming service provider on MMORPGS (Massive Multiplayer Online Role Playing Game), such as World of Warcraft, Lineage II, Anarchy Online etc.
http://www.guy4game.com/
PR: 4
MMO Virtual Provider, Thumbnails by Thumbshots.org MMO Virtual Provider
An online virtual currency exchange website, with the goal of enhancing interaction between MMORPG players all over the world. This service supports an impressive range of virtual world/MMO sites.
http://mmovp.com/
PR: 3
MMORPG Shop, Thumbnails by Thumbshots.org MMORPG Shop
Exchange offering game currency trading and power-leveling services.
http://www.mmorpg-shop.com/
PR: 3
SwagVault Gaming Services, Thumbnails by Thumbshots.org SwagVault Gaming Services
Offers MMORPG services including trading in game items, currency farming and power leveling.
http://www.swagvault.com/
PR: 2
RPG Bay, Thumbnails by Thumbshots.org RPG Bay
Slick South Africa-based auction site making markets in World of Warcraft, Ultima Online and Star Wars Galaxies.
http://www.rpg-bay.com/
PR: 2
The MMO Exchange, Thumbnails by Thumbshots.org The MMO Exchange
Online marketplace.
http://www.mmoexchange.com/
PR: 1
Sparter, Thumbnails by Thumbshots.org Sparter
Offers Gamer2Gamer (peer-to-peer) trading system with players buying and selling directly with one another. Sparter has a reputation system for participants, and provides an escrow service for transfer of game currency. Has venture capital backing.
http://sparter.com
PR: 0
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Study: 12% of Americans Have Bought Virtual Goods

Thu, Jul 30, 2009

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Roughly 12 percent of Americans, or more than one in 10, have bought a virtual item at some point in the last 12 months, according to a new study by analyst firm Frank N. Magid Associates and commissioned by virtual currency provider PlaySpan. With the virtual goods and currency market estimated to reach $1.8 billion this year, the Magid study offers some insight into exactly who’s doing the buying, and where. Read Wagner James Au at GigaOm for more.

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MMO Guildsites Hosts Infrastructure With SoftLayer

Tue, Apr 15, 2008

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MMO Guildsites Hosts Infrastructure With SoftLayer

SoftLayer will provide web infrastructure services for MMO Guildsites, a Toronto company providing feature-rich sites for massive multiplayer online role playing game (MMORPG) guilds. Founded in 2006, MMO Guildsites has grown to host more than 700 sites for guilds participating in games including World of Warcraft, Final Fantasy, and EverQuest.

”We’re excited to be MMO Guildsites’ solution of choice,” said George Karidis, Chief Strategy Officer for SoftLayer. “They have an exceptional offering, and we’re proud of our role in the online gaming industry. We are an established leader in the segment, with a strong and growing customer base. Clearly, our level of performance and connectivity, as well as our interconnected facilities from coast to coast, have made us an ideal resource for the industry.”

MMO Guildsites said it struggled finding a provider that could support its growth with the right combination of network reliability, hardware and services. They chose SoftLayer’s quad processor multi-core platform and secure, out-of-band management through VPN for full control of their environment. Additionally, SoftLayer’s proprietary customer portal lets the company easily track its customers’ traffic and usage.

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Live Gamer Raises $24 Million for Virtual Marketplace

Mon, Dec 17, 2007

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Live Gamer Raises $24 Million for Virtual Marketplace

Virtual trading startup Live Gamer has raised $24 million in venture capital funding from Charles River Ventures, Kodiak Venture Partners, and Pequot Ventures, the company announced today. The company’s model differs from most existing marketplaces in that it is partnering with top MMO publishers (including Funcom GMBH, Sony Online Entertainment, 10TACLE STUDIOS, Acclaim, GoPets LTD, and Ping0 Interactive Limited) in an effort to “legitimize the existing virtual economy.” The funding and launch was covered today in the Wall Street Journal.

“Virtual item trading is already transforming the way people experience MMOGs and virtual worlds, but in its traditional underground context, the impact could be as easily negative as positive for a given player or world,” said Live Gamer co-founder and president Andrew Schneider. “An economy this large clearly needs a legitimate trading infrastructure that serves the needs of each of its millions of participants. Live Gamer has developed a platform with all the integrity, security, and professionalism of any real-world marketplace, and we’re working hand-in-hand with publishers to ensure a positive experience for every player.”

Live Gamer is positioning itself as an alternative to virtual goods “grey markets” where assets are bought and sold without the consent of game publishers, and often in technical violation of the games’ terms of service. Most publishers have not sanctioned real money trading (RMT) in gamer accounts and assets. But the explosion of gold farming and the continued growth of virtual trading markets like IGE, PlayerAuctions and GamePal may be shifting the landscape, and prompt more publishers to follow the lead of Sony’s StationExchange in creating a regulated marketplace for players who wish to trade game gold and accounts.

That tension was reflected in comments by Funcom CEO Trond Aas. “Virtual trading has the potential to open an entirely new dimension for our players’ in-world experience, but it has also caused endless grief through the actions of gold farmers and fraud artists, as well as the generally poor quality of service to participants,” said Aas. “Live Gamer makes it possible for us to satisfy players’ growing demand for this type of activity by providing a legitimate outlet that protects their experiences.”

“Even in illicit form, the virtual trading economy has proven that vast demand exists; now Live Gamer will allow this thriving marketplace to reach its full potential,” said Mitch Davis, the other co-founder of Live Gamer and a pioneer in in-game advertising at Massive Incorporated. “We’re confident in the Live Gamer team and its ability to execute successfully, together with the industry’s leading publishers, to create a safe and easy option for real money trading.”

See Virtual Worlds News for additional coverage.

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Virtual Taxation? Probably Not Yet

Sun, Jun 24, 2007

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There’s a discussion at Slashdot about the possibility that Congress may consider taxing virtual goods. The post is based on an CNet item by Daniel Terdiman which notes that Congress’ Joint Economic Committee will receive a report on virtual world economies in August. The story offers no news on what the report will say, but concludes that “it’s clear that something will happen,” basing this on comments from last December from a committee economist.

I don’t think it’s clear at all. Congress hasn’t been quick to act on complex tax issues regarding the Internet. And taxing virtual goods is complicated. If your only interest is in taxing income from the sale of virtual goods, no action is necessary, as that is income which is already subject to tax laws (see Julian Dibbell’s wonderful book Play Money and his dialogue with the IRS). If you want to tax virtual goods in WoW because they have cash market value at IGE, who do you tax? Under the ToS, Blizzard believes it owns all the in-game assets created by WoW players.

There are many unresolved issues regarding the ownership and taxability of virtual goods, as practices and scenarios vary widely across the virtual frontier. Can Congress sort this out? It would take a lot of time to do so, and I just don’t think the cost/benefit analysis on taking action makes sense for Congress.

If only they could tax all that mad-crazy income from those Chinese gold farmers …

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Interviews with RMT Traders

Sun, Jun 24, 2007

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The MMOBux website has a series of interviews with veterans of real money trading in game gold and other virtual goods. Interview subjects include Michael Sheng of FAVGames, Bob from UOTreasures and Marty from IRNewb, among others. Most are brief, but some interesting anecdotes. My favorite: the guy who sold his art collection buy Dark Age of Camelot plat.

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Sparter Seeks RMT Dialogue With Slashdot

Thu, Jun 21, 2007

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Slashdot has been the site in many heated discussions of the merits or real money trading (RMT) in MMORPG games and virtual worlds, including some of the stories we’ve written here on our blog.  With the recent “official” launch of Sparter, the peer-to-peer trading exchange backed by venture capitalists Bessemer Capital, the company decided to reach out to the Slashdot crowd and allow them to ask tough questions about the new service. The discussion is titled Ask the MMOG Money Traders and provides an interesting look at some of the objections to real money trading in virtual assets.  Many of the issues and criticisms are not new, but other questions make the effort to open a real dialogue about smarter and what it is doing.  This strikes me as a very smart move by the company, which is clearly hoping that it’s “gamer2gamer” approach will be seen as a fairer business model than the centralized trading system in which IGE/Affinity and other exchanges set the pricing for the buyers and sellers.

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Second Life Court Ruling Could Limit TOS’ Power

Thu, May 31, 2007

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A Pennsylvania man’s bid to sue Second Life operator Linden Labs over virtual property will move forward, and may break some new legal ground regarding the Terms of Service that govern online worlds, according to Mark Wallace over at 3pointD. The suit concerns a piece of Second Life real estate that was purchased by the plaintiff and then confiscated by Linden Labs. A judge allowed the suit to go forward, rejecting Linden’s motion for a dismissal. But as Mark explains it, what is signficant is that the judge ruled, in essence, that the dispute is governed by the court and not Second Life’s TOS. An excerpt:

The court filing is plain: “The TOS are a contract of adhesion,” it reads. A lawyer should certainly weigh in here on just what that means, but as far as I know — and I’ve looked into this somewhat while Peter Ludlow and I were writing our forthcoming book about virtual worlds — it at least means that LL can’t just point to the Terms of Service and claim that all SL users are unequivocally subject to its whims. The court decision essentially holds LL to a higher standard than any virtual world company has been held before, as far as I know. In part, the decision grows out of the fact that real money is at play in Second Life, and out of LL’s and Rosedale’s relentless promotion of SL as a place where money can be earned.

Really interesting stuff. If the lawsuit advances and creates any precedents (still a long way off, but now a legitimate possibility) it would appear to have implications for games that allow real money trading (RMT). Would that include Sony’s Everquest II, which allows players to buy and sell assets in the Sony-sanctioned Station Exchange? This is a case to watch going forward. See additional discussion at ValleyWag, Raph Koster and The Forge.

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Blizzard Sues Warcraft Gold Spammers

Sat, May 26, 2007

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Blizzard Entertainment announced on its forums that it has taken legal action against a “gold spammer” who advertises via in-game messaging. The announcement indicates that Blizzard isn’t targeting the group specifically for its sale of gold, but rather for its disruptive in-game advertising techniques. Here’s the text of the announcement:

“As many of you know, the latest content patch, along with many great new content additions, contains technical counter-measures designed to combat in-game gold spamming. Our efforts to reduce in-game abuse and create a fun, safe environment for everyone are never-ending. With that said, we felt that it was important to share with the community just how serious we are in our efforts to combat this type of abuse. Blizzard has filed a federal lawsuit against the operators of Peons4hire, a popular gold-selling organization which many of you have no doubt seen advertised. As part of the lawsuit, the operators of Peons4hire have been asked to immediately cease all in-game spamming efforts by all entities and websites under their control. If this organization refuses to act accordingly, further legal action will be taken. We’ll be sure to keep you posted on the progress of this topic.”

The new patch includes a “report spam” button. Posters in a Slashdot discussion thread says Blizzard has also blocked trial accounts from being able to send whispers (individual messages), limited the amount of text that can be included in a whisper message, and throttled the rate at which players can send whisper messages. One commenter noted that gold spammers have simply changed their tactics, and would continue to find ways to try and sell inside the game. An excerpt:

The real crux of the issue though is that spammers, and more generally, gold selling, wouldn’t even exist if people didn’t buy the services! Because demand is so high it is not reasonable to expect in-game ads to disappear completely. But what Blizzard has done is definitely a giant step in the right direction — IF you aren’t one of the large minority of people who have actually purchased gold. If you are, you probably liked the spam sometimes, because usually it provides up-to-the-minute price info and increases competition between the sellers.

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