A feature program about the real trade for virtual goods in online worlds and multiplayer games. The program explores the economic and ethical consequences of trading in virtual worlds. http://www.abc.net.au/rn/backgroundbriefing/stories/2006/1720891.ht
10.1109/HICSS.2010.388Proceedings of the Annual Hawaii International Conference on System Science
In recent times there has been a growth of the number of gamers around the world who actively partic...
With the increase of the online videogame industry and the acceptance of the players to invest time ...
Significant real money is traded into and out of virtual world currencies. Virtual world participati...
The consumption of virtual goods in social virtual world is a multibillion-dollar industry. People a...
Massively multiplayer role-playing games (MMORPG) are becoming a popular leisure activity world-wide...
In massively multiplayer online games and similar virtual worlds, virtual assets such as accounts, c...
Virtual world activities related to the buying and selling of virtual currency, virtual items, and s...
Game assets such as characters, currencies and items are increasingly being traded for real money. G...
Game assets such as characters, currencies and items are increasingly being traded for real money. G...
Virtual world activities related to the buying and selling of virtual currency, virtual items, and s...
This chapter examines virtuality and reality in the context of economic affairs. Digital objects and...
This paper has three purposes. First, it extends the range of economic ideas that have been applied ...
Clare Chambers-Jones examines the jurisprudential elements of cyber law in the context of virtual ec...
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at a...
10.1109/HICSS.2010.388Proceedings of the Annual Hawaii International Conference on System Science
In recent times there has been a growth of the number of gamers around the world who actively partic...
With the increase of the online videogame industry and the acceptance of the players to invest time ...
Significant real money is traded into and out of virtual world currencies. Virtual world participati...
The consumption of virtual goods in social virtual world is a multibillion-dollar industry. People a...
Massively multiplayer role-playing games (MMORPG) are becoming a popular leisure activity world-wide...
In massively multiplayer online games and similar virtual worlds, virtual assets such as accounts, c...
Virtual world activities related to the buying and selling of virtual currency, virtual items, and s...
Game assets such as characters, currencies and items are increasingly being traded for real money. G...
Game assets such as characters, currencies and items are increasingly being traded for real money. G...
Virtual world activities related to the buying and selling of virtual currency, virtual items, and s...
This chapter examines virtuality and reality in the context of economic affairs. Digital objects and...
This paper has three purposes. First, it extends the range of economic ideas that have been applied ...
Clare Chambers-Jones examines the jurisprudential elements of cyber law in the context of virtual ec...
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at a...
10.1109/HICSS.2010.388Proceedings of the Annual Hawaii International Conference on System Science
In recent times there has been a growth of the number of gamers around the world who actively partic...
With the increase of the online videogame industry and the acceptance of the players to invest time ...