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Published byClara Harris Modified over 9 years ago
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Virtual Currency Trading Past and Future
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How did it start? 2 mid 1990s 1996 1997 1998 1999 2000 2001 2002 2003 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.
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3 2004 2005 2006 2007 2008 2009 2010 2011 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.
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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?
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5 How does it work The Exchange Buyer Seller Publisher Developer
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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
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20% of secondary market trading consists of virtual items. 80% of trades are “hard” currency. What’s getting traded?
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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?
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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.
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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?
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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?
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The game(er) has changed 12
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13 Where’s all this going?
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14 Consumers are bombarded with Virtual Currency
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15 Transferability & liquidity will enter the market =
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16 Thank you!
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