Real-money trading
From Wikipedia, the free encyclopedia
Real-Money Trading (or RMT, Real Money Transaction) is a phenomenon that occurred with the birth of online-gaming, especially in the genre of MMORPGs.
The case works as follows:
- A player advances in the MMORPG and obtains in-game currency.
- The player will then sell the currency on online auction sites, such as eBay, or to companies such as Internet Gaming Entertainment (IGE).
- Other players will purchase, or bid on, the currency through transactions (usually online).
- The company, or player, will then hand over the virtual currency to the buyer.
This has caused a serious problem within many online games as it deals with real money, and not that of the virtual world. This action is technically not illegal (other than possibly breaking the terms and conditions of the contract with the game operator), but goes against the wishes of the producers of many games, and is shunned by many avid fans. However, some games, especially Korean games but including some others such as Puzzle Pirates and Bang Howdy, permit players to purchase game currency with real money directly as a primary subscription model; Second Life and Project Entropia directly support RMT and offer the ability to engage in it as a selling point.
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[edit] Virtual groups
There are organized groups playing MMORPG games which participate in RMT. The members of these groups are sometimes called “goldfarmers”, “gilfarmers” among others depending on the game. These groups will generally attempt to monopolize a resource by maintaining players stationed around the location where the resource spawns at all times. These groups frequently use various disruptive tactics to maintain a monopoly on a given resource.
Many players characterize these groups as being from People's Republic of China, believing that they work for Chinese-based sweatshops which employ people to play the game solely for the purpose of gaining in-game money and items<ref>Black Snow Interactive and the World's First Virtual Sweat Shop.</ref><ref>Wage Slaves.</ref>. While the existence of organized sweatshops may be in question, there is little doubt that there are indeed groups of goldfarmers within some MMORPGs.
[edit] In-game effects
Real-money trade is seen as harmful for reasons beyond the disruptive tactics sometimes used by farming groups. In some cases it causes economic inflation by creating a stronger incentive to create game currency via an exploit, rather than getting currency from the usual methods available to all players. Due to the often turbulent nature of virtual economies it is unclear to what extent RMT influences any given virtual economy, and opinions on the matter vary greatly. Even in cases where such inflation does not occur, the trade changes the play of the game, as less experienced players can get access to items that normally take some effort to obtain. Some players feel that this is unfair, that it "spoils" the game, as when a player of Monopoly offers real money for properties in the game[citation needed].
However, not all players believe that real money trade is bad. Some believe that they should be allowed to purchase items if they do not wish to spend the time within the game working towards the items. It remains controversial whether or not the trade of virtual items for real money is to be considered morally wrong.
There are also several reports of accounts being stolen from players, usually by crackers. For this reason, MMORPG developers often place warnings in their games against the use of unsupported third-party software or other practices that may allow hackers access to a player's account information. Sometimes these accounts are stripped of money and items which are then sold for in-game currency or for real money[citation needed]. On occasion, these accounts are sold altogether for real money and never accessed again by the player [citation needed].
[edit] Price Comparison and other Tools
Tools for the comparison of this secondary market have recently become more numerous. Eye On MOGS (Online since December 2005, source NetCraft. See also this Slashdot Article), was the first site to tackle comparison of Gold sellers, however 2006 has seen similar sites appear - for example GamerPrice (Online since mid-2006, source NetCraft), MMOFX and Gold Price Watcher.
GameUSD also provides an interesting vantage on this market and shows an interpretation of the exchange rate between virtual currencies and the real-world Dollar (USD).
[edit] News
- In 2001, one economist calculated the value of an EverQuest platinum piece to be greater than that of the Japanese yen. <ref>World of Warcraft and the Quest for Virtual Gold. The Daily Texan Online (2006-01-09). Retrieved on 2006-08-23.</ref>
- In April 21 2005, John Smedley (developer) (CEO of SOE) announced the first RMT-approved server of Everquest II.
- Square Enix initially terminated 700 accounts that were involved in RMT within the game Final Fantasy XI. Since then they have made several follow-ups. Most recently, the banning of 11,500 accounts as of November 24th, 2006.<ref>Final Fantasy XI Terminates 700 Gil Farming Accounts. malebits.com (2006-02-20). Retrieved on 2006-08-14.</ref><ref>Final Fantasy XI Terminates 11,500 Accounts for Violations of the Terms of Service.. playonline.com (2006-11-24). Retrieved on 2006-11-24.</ref>
- In April 12, 2006, popular MMORPG World of Warcraft has banned over 5,400 accounts and suspended 10,700 players for using third-party software to gain in-game currency.<ref>Blizzard Bans 5,400 World of Warcraft Accounts, Suspends 10,700 Others. gamepro.com (2006-04-13). Retrieved on 2006-08-14.</ref>
- In June 22, 2006, Philippine-based online game distributor Level-Up! Games announced that they will implement some activities related to RMT and bots on their leading MMORPG Ragnarok Online. This involves setting up an online auction on their official website where players bid real money on the rare items. According to Level-Up! Chief Operating Officer Sheila Paul, "it’s not cheating anymore because everyone is doing it already and it’s becoming beneficial for everyone.” <ref>Level-Up! surrenders to underground economy. INQ7.net (2006-08-03). Retrieved on 2006-08-14.</ref>
- During September, 2006, Blizzard Entertainment banned more than 76,000 accounts from World of Warcraft for using third-party programs and farming gold. Also 11 million gold was removed from the game economy. <ref>World of Warcraft Accounts Closed Worldwide (2006-09-10).</ref>
[edit] See also
[edit] References
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[edit] External links
- GamerPrice Shopping Engine (like Kelkoo) but for Virtual Commodities
- GamePriceWatcher.com Tracks current and historic prices for virtual currency in popular games
- Nogold Organization against Real Money Trades.
- Real Money and the Virtual Economy - Another look at Real Money Trade in MMORPGs. Acts as an introduction but also tries to tackle some of the issues raised by opponents, with comments from industry insiders.
- "Secrets of Massively Multiplayer Farming": A lengthy description and discussion of gold farming.
- "Virtual Economies: RMT in Online Games": Directory of blogs, marketplaces and services providing information real money trading.
- Money Trading Article Article on IGE and farming industry

