An easy access into Internet makes virtual trade cheaper and more attractive. The world of virtual games (MMOG, MMO) based on items, characters and currencies has been widening since the beginning of XXI century. Selling virtual goods for real money is an important problem for fiscal and monetary authorities. The purpose of this paper is to improve understanding of the consumer behaviour in virtual words and point the difference between virtual and real worlds. The paper stresses the possibility of misunderstandings and heuristics for those who could implement their experience from virtual worlds into real life and points the didactic role of central banks
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...
At the end of 20th century new branch of computer games was developed - MMORPGs (Massive Multi Playe...
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...
This paper has three purposes. First, it extends the range of economic ideas that have been applied ...
Virtual world economies are undoubtedly increasing in growth, participation and importance. Their ma...
I study the different aspects of virtual economy design in MMORPGs. This includes discussing how sup...
The European Central Bank defines virtual currencies as ”unregulated, digital money, which is issue...
This chapter examines virtuality and reality in the context of economic affairs. Digital objects and...
Game assets such as characters, currencies and items are increasingly being traded for real money. G...
This papers examines formation of prices in virtual economy World of Warcraft, and its interconnecti...
In the discussions about modern economy in the past few years, more attention has been given to virt...
The virtual world economy is a multibillion-dollar industry. There is significant evidence for the g...
The presentation and analysis of the Electronic Games of Mass Interaction and Management of Virtual ...
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...
At the end of 20th century new branch of computer games was developed - MMORPGs (Massive Multi Playe...
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...
This paper has three purposes. First, it extends the range of economic ideas that have been applied ...
Virtual world economies are undoubtedly increasing in growth, participation and importance. Their ma...
I study the different aspects of virtual economy design in MMORPGs. This includes discussing how sup...
The European Central Bank defines virtual currencies as ”unregulated, digital money, which is issue...
This chapter examines virtuality and reality in the context of economic affairs. Digital objects and...
Game assets such as characters, currencies and items are increasingly being traded for real money. G...
This papers examines formation of prices in virtual economy World of Warcraft, and its interconnecti...
In the discussions about modern economy in the past few years, more attention has been given to virt...
The virtual world economy is a multibillion-dollar industry. There is significant evidence for the g...
The presentation and analysis of the Electronic Games of Mass Interaction and Management of Virtual ...
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...
At the end of 20th century new branch of computer games was developed - MMORPGs (Massive Multi Playe...