Virtual Currency Trading Past and Future. How did it start? 2 mid 1990s 1996 1997 1998 1999 2000 2001 2002 2003 MMO’s and Virtual worlds appear. Users.

Slides:



Advertisements
Similar presentations
Is Online-Gaming for Business or Pleasure? Adam Pyszkowski Tony Zhe Richard Thompson.
Advertisements

Payments and Loyalty Program Issues for the Game Industry Veronica McGregor November 2008.
Centre for Development Informatics Gold Farming: Real-World Production in Developing Countries for the Virtual Economies of Online Games Richard Heeks.
WHAT IS “FOREX ?”.
1 Schulte Research War of words with SAIC (State Administration for Industry and Commerce) Source: SCMP, ifeng, New York Times, Financial Times, Schulte.
Hire Purchase and Instalment Purchase system
What is Fair trade? The Fair-trade Foundation is the independent non-profit organization that licenses use of the FAIRTRADE Mark on products in the UK.
Annuity Liquidity Program™ Stone Street Capital’s.
E-commerce Chapter 9 pp E-Commerce Buyer 1. Search & Identification 3. Purchasing 2. Selection & Negotiation 4. Product & Service Delivery 5.
Pillsbury Winthrop Shaw Pittman LLP Social Currency and Virtual Currency: What You Need to Know Prepared for The Mobile Payment Conference September 9,
High Tech Products and Intellectual Property Erinn Woodcock Rick Nortz Paula Ramko Lance Gomes.
Foreign Exchange. Currency  Can you tell me which country uses what currency?  Each one will have 4 riyal notes. $1 One Saudi Arabian Riyal $1 One Saudi.
Foreign Exchange Chapter 11 Copyright © 2009 South-Western, a division of Cengage Learning. All rights reserved.
Derivatives Markets The 600 Trillion Dollar Market.
What is E-Commerce? This lesson we look at what E-commerce is. Open up Microsoft Word as we will be doing some research during the presentation. Also,
Liquidation.com B2B Marketing Success Story CHAPTER 6: E-COMMERCE MARKETING CONCEPTS Presented by Team A.
1 Investment Companies Chapter 3 Jones, Investments: Analysis and Management.
E-commerce E-commerce, or electronic commerce, refers to systems that support electronically executed business transactions. In this section: E-commerce.
Chapter 7 The Foreign Exchange Market. Outlines… Introduction, The Structure Of Foreign Exchange Market, Functions of foreign exchange markets Spot Market.
Canada’s Mixed Economy. Are you an avid shopper, or do you just buy something when you need it? Do you pay full price, or do you look for bargains? No.
1. Table of Contents 2 Introduction Definition Brief history of e-commerce E-Commerce categories Benefits of e-commerce Company example References.
E-Commerce Michael Andrianus – Vincentius
Direct and Online Marketing: Building Direct Customer Relationships
CS28310 Ecommerce An Introduction Background Web –Growing sector –Successful method EDI –Early but well established non Internet system.
Basic Facts about buying stocks A person who buys stock becomes one of the company’s owners. The purchase leads to a share of a company. A bond is an agreement.
E-Commerce. What is E-Commerce Industry Canada version Commercial activity conducted over networks linking electronic devices (usually computers.) Simple.
The Global Economy “Its All Relative” Copyright © Texas Education Agency, All rights reserved.
The Canadian Investment Marketplace
Welcome Miami Northwestern Bulls! Florida International University State Farm Financial Literacy Lab.
Chapter 15 Money supply Process.
Introduction to Business Module Federal Reserve Monetary Policy Market Computer Industry Returns Market MSFT (Microsoft) Price Level Market.
Chapter 11 Information Systems Management. Q1:What are the responsibilities of the IS department? Q2:How is the IS department organized? Q3: What are.
Reporting & Analyzing Merchandising Operations
Unit 1.5 Accounting for a Merchandising Operation.
Diversification & Publisher Traffic Today’s niche… tomorrow’s mainstream Andrew Copeland, Network Director, Tradedoubler.
Unit (41) Uses of funds and the balance sheet : -Assets are the resources used by business. -A company will use the fund it earns to purchase assets which.
Creating a Winning E-Business Understanding E-Business Chapter 1.
Ownership and Risk of Loss Chapter 13. Possession vs. Title To have possession means to hold or occupy with or without rights of ownership To have possession.
The Internet for Distribution Instructor: Hanniya Abid Assistant Professor COMSATS Institute of Information Technology Lecture 14 E-Marketing.
The Power to Transfer Ownership By, Mollie Dejesus & James Pierce.
KCB202 Tutorial Week 5  Housekeeping  Facebook games: Free or not  Virtual Property – The legal market  Virtual Property – The black market.
Chapter Nine Foreign Currency Transactions and Hedging Foreign Exchange Risk McGraw-Hill/Irwin Copyright © 2009 by The McGraw-Hill Companies, Inc. All.
Chapter 12 Pricing Decisions – Chapter 12Andrew P. Yap - FIU – MAR 4156 Basic Pricing Concepts Basic pricing considerations global marketing 1.Does.
Alibaba Group Holding Ltd.
Online Escrow Services (OES) Zhangxi Lin. Online Auctions eBay (C2C) uBid, Eggheads (B2C) FreeMarkets Online (B2B) New B2B auction models double auction.
Developing Business and Community Leaders for Tomorrow. American Private Enterprise System College of Agriculture, Food and Environment.
Online Game Economies Structure and Issues. Games Examined Primarily Everquest 1 –Longest running online economy Everquest 2 World of Warcraft.
E-Commerce. E-commerce at the consumer level  Online shopping (B2C transactions)  Online banking  Online Finance E-commerce at the business level 
Journalizing Purchases and Cash Payments
All About E-Commerce With Michael Helton, MBA E-Commerce Business Manager AT&T.
Country overview slidedeck. Purpose of this document This document contains specific country factual information, in a preformatted layout, which you.
CONNECTING ECOMMERCE MERCHANTS TO CHINA THE CHINESE EL DORADO: NEW BUSINESS FRONTIERS.
Need regulation for new currency in cyber space (online game policy for in-game auction, related on Diablo3) Hugh( 형엽 ) Kim.
Lim Sei cK.  eBay does not 'make' anything in the traditional sense - is it therefore a business? Justify your answer. (5 Marks)
Double Stranded Value of MMOG Item & its Property - Unggi Yoon, Judge-
Deception and Fraud 3.3. Deception and Fraud Deception & Fraud It’s a matter of degree.
BY: FAIRUZ CHOWDHURY LECTURER, BRAC BUSINESS SCHOOL.
1) BUSINESS TO CONSUMER (B2C)  B2C(Business-to-Consumer) is a most commonly discussed type of e-commerce in which online businesses attempt to sell via.
By S. Gregory Boyd Virtual Property and Real Money Trade: A Business and Legal Survey Presented to Austin GDC 2008.
E-Commerce Lecture 4. Business Model Description of means and methods a firm employs to earn the revenue projected in its plans. »
World of WarCraft Group 2.
World of WarCraft Group 2.
World of WarCraft Group 2.
World of WarCraft Group 2.
Mercury Virtual Markets
I think a great idea. There are two main hurdles
Mercury Virtual Markets
Case Study Presented by Kaiwen Zhou
4.4 Trade: elements and types
Presentation transcript:

Virtual Currency Trading Past and Future

How did it start? 2 mid 1990s MMO’s and Virtual worlds appear. Users begin to sell characters and avatars to other users. Ultima Online becomes first large scale MMO. Black market arises almost immediately. Virtual goods auctions selling currency, items and characters on eBay. Pressure from game companies force eBay to shut down virtual goods auctions. Virtual goods vendors immediately move on to other black/grey market platforms like IGE. Virtual world Entropia Universe launches and fully supports RMT.

World of Warcraft launches and WOW gold quickly becomes the most popular traded virtual currency. Enter the gold farmers in China and other developing countries. Korea’s supreme court passes law giving users “ownership” of virtual currency, including the right to sell them on secondary markets. China government now requires a license for trading virtual goods. The most expensive virtual good (a space station in Entropia) was sold for US$635,000. World Bank publishes report valuing the secondary market at US$3 billion.

The global secondary market for virtual goods (RMT) today is estimated to be worth US$4 billion. This is primarily from MMOs and Virtual Worlds. Annual growth rate: 25% per year. Mobile and social are not factored in this data. We’re starting to see activity. 4 What’s the current market for RMT?

5 How does it work The Exchange Buyer Seller Publisher Developer

Who are the players? White Market B2B - served publishers Playspan Livegamer Sometrics First Meta Black/grey Market B2C - served gamers IGE 5173 ItemBay ItemMania Player Auctions 6

20% of secondary market trading consists of virtual items. 80% of trades are “hard” currency. What’s getting traded?

It happens. Approximately 10%+ of transactions are fraudulent. Common types of fraud in RMT include: –“Friendly fraud” or chargebacks. –Laundering: stolen or illegally obtained currency are moved through the exchange. –Non-delivery (in black market) 8 What about fraud?

Well, that depends. 9 Is all of this legal? United States No actual legislation on virtual goods trading, so EULAs are the governing agreement. Game companies often pursue action against traders and exchanges. China In 2010, a law was passed requiring virtual good exchanges to get licenses from the federal government. Korea Supreme court judgement in 2009 gives users ownership of virtual assets purchased or earned in-game. Japan RMT is illegal.

The forces of change Mass Adoption of F2P model Blizzard’s Diablo 3 Bitcoin project More and more ways to pay Facebook credits 10 What’s happening now?

2012 will be the year of Facebook credits Only 2% of Facebook users buy credits, but credit sales represent 15% of all Facebook revenue. Launched in 2009 but primarily used in social gaming. This year we will see offline brands and retailers rewarding shoppers with Facebook credits. Facebook will continue to “copy” Tencents QQ credits models, providing more premium services. 11 What about Facebook credits?

The game(er) has changed 12

13 Where’s all this going?

14 Consumers are bombarded with Virtual Currency

15 Transferability & liquidity will enter the market =

16 Thank you!