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MMORPG Service Provision: A Virtually Perfect Business



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By : Bert Mitchel    29 or more times read
Submitted 2008-05-23 02:59:39
Playing video games for a living is the fantasy of thousands of gamers across the wold, but in this internet age it is fantasy no longer. All over the world regular gamers are purchasing online game currencies and filling the pockets of virtual entrepreneurs. The industry spans from New York to Shanghai, with hundreds of thousands of avid customers inbetween. The “virtual warehouse” of workers is immense, with the working population of thousands in the People’s Republic of China working alongside the millions of avid MMORPG gamers.

RMT is rarely discussed by the international press and thus investment is often hard to come by for new companies. Regardless of this, RMT remains most active in games such as World of Warcraft, Final Fantasy XI (FFXI), EVE Online and EverQuest 2. An example is in EQ2 where gamers journey through numerous dungeons, quests and scenarios in order to stuff their coffers with the game’s currency. Most blow their fortune within the game’s stores or marketplace, but many decide to sell their precious Gil for real money – others even dedicate themselves (and others) professionally to this task, all in the search of profit.

You may ask why the developers of MMORPGs dislike and even actively deter real-money trading. Purist gamers object that the practice of real-for-virtual exchange harms the economy of the game and violates the spirit of gameplay by introducing monetary influence. Hyper-inflation of the game’s economy is another issue put forward, but the evidence of this inflation is questionable. Whilst some action has been taken by game developers, it has never been directly targeted at the transaction of company to customer.

Regardless of where you loyalties on the ethics or principles of the practices, virtual trading is here to stay. The bottom line for many is that there is money to be made, and the industry is continuing to grow. Unreleased titles such as Age of Conan and Stargate Worlds will no doubt act as the future venues for this ever expanding industry.

Many gamers wonder why the developers of MMORPGs dislike and even actively deter real-money trading. Major developers and distributers often cite intellectual property violations as their reason for objection, claiming that participants are selling part of the game which actually belongs to the game’s creator. Developers often try to persuade players within the game that the practice is detrimental to game-play or the world’s economy. Legally, real-money trading breaks no laws and has led to no convictions within the Western world, but pressure for government intervention grows each day.

Whether you agree or disagree with the legality, ethics or principles of the practices, virtual trading is here to stay. Opportunity is not just limited to the USA and Europe; countries such as South Korea and Japan also have vibrant RMT industries. Unreleased titles such as Age of Conan and Stargate Worlds will no doubt act as the future venues for this ever expanding industry.
Author Resource:- Research conducted by www.MOGS.com - online retailer of EVE Online ISK
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