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Re: Exchanging Real Money in Virtual Worlds
Posted by: Andrea Kaminski 2008-03-04 11:56:02
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During the last few years, so-called virtual worlds have evolved. Second Life is a prominent example -- with a registered user base targeting the 10 million mark. Avatars build virtual houses, purchase virtual goods and engage in electronic transactions. Conducting business in these virtual worlds is only possible by implementing an efficient payment environment, which includes the introduction of a virtual currency and payment mechanisms. The concept of a virtual currency has to be created to allow for trading within the virtual world.


Re: Exchanging Real Money in Virtual Worlds
Posted by: Mark_Randall 2008-03-19 00:20:21 In reply to: Andrea Kaminski
I can only speak on the Activeworlds platform, but I know one of the biggest problems we have had in developing an internal currency system within the community is producing one that can be used in a uniform fashion.
Few unified data sources exist and each world wants its own system.
The other major problem is that while people invest a lot of time and money into the AW platform community wise the paid trade element is limited to a handful of specialist modelers, programmers and artists.
Typically the internal economies of the platform are based on trade, rather than a paid fee. This does encourage certain aspects of the community but users expecting to come in from SL and make a few hundred $ from making a few objects will be shocked to find they can't.
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