Post by sumiseo558899 on Nov 7, 2024 4:47:32 GMT -5
The information agenda on the Internet is filled with digital economy, cryptocurrencies and blockchain technologies. These are fashionable trends that gather thousands of people at conferences and speaker presentations. At the same time, there are niches that do not shine much, but at the same time have a colossal turnover of virtual and real capital. And one of the most underestimated niches is the great gaming market of gold, diamonds, metals and armor in online games. About how it works and how much they earn on it - an expert in search engine promotion of the digital agency Original Works and part-time, former owner of a game currency store, Artem Dorofeev.
What is a virtual game economy
The virtual economy services market size is estimated at billions of real world dollars. The virtual economy is similar to the real one, except for routine elements - buying food or paying for utilities. Initially, it emerged in virtual game worlds during the exchange of goods (also virtual), and later grew into large economic spaces in which millions of participants participate. There were more games, players began to migrate between them and bring "capitalism" to gaming processes. Their own merchants, account traders, game currency traders and game farms appeared in China, where people mine game currency for 10 hours a day. For some players, games ceased to be games, but became a business. The term "virtual economy" also extended to the sale of virtual currency for real currency.
In some companies, professional full-time content writing service
economists (for example, Eyjólfur Guðmundsson in EVE-online) study and adjust game economic processes. This helps the virtual economy develop according to the same laws as real economies.
news
Why are virtual items sold?
To level up a character, you need to spend a lot of hours playing an online game. A person who works, runs a business or has a family does not have time for this. Therefore, if game developers allow the transfer of items, game currency and characters, then trade and market relations begin, where virtual things are converted into real money and back. People are ready to spend hundreds and even thousands of dollars for rare artifacts, leveled accounts and other virtual delights - to play with pleasure or sell at a higher price.
There are 2.5 billion gamers in the world. They spend time and money: level up characters, collect artifacts and buy equipment, weapons and armor. To keep the user happy and get their money, game developers introduce monetization systems. According to this principle, games are divided into two types: without a system of value exchange between users and with such systems (with various variations).
The first type includes mobile free-to-play games and a number of MMO projects. The free-to-play model is designed so that the user pays not for the game itself, but for extended features and functions. Therefore, financial flows go exclusively through the game developers, and the license agreement prohibits the transfer or sale of accounts and limits the player in managing game property.
The second type is MMORPG (m***ively multiplayer online role-playing games: World of Warcraft, LineAge, etc.). Developers try to somehow regulate cash flows: they create personalized artifacts that cannot be sold or transferred to another character, or create special places for exchanging goods that have material value. At the same time, for example, on the Steam trading platform of Valve, according to the rules, it is prohibited to withdraw money outside the store's ecosystem. And this restriction creates an entire industry of "shadow" buying and selling in-game items, for which users are willing to pay much more than the maximum cost of the item listed on the platform. The demand for withdrawing money outside Steam and the desire to buy an in-game item within the store's ecosystem have created a huge number of trading platforms, exchanges and intermediaries outside it, who compete for customers according to the laws of competition in the real world: promotion in social networks, setting up contextual advertising and native advertising on specialized forums.
Who and how makes money on game currency
The mechanics of earning money for participants in the virtual item and currency market are different.
What is a virtual game economy
The virtual economy services market size is estimated at billions of real world dollars. The virtual economy is similar to the real one, except for routine elements - buying food or paying for utilities. Initially, it emerged in virtual game worlds during the exchange of goods (also virtual), and later grew into large economic spaces in which millions of participants participate. There were more games, players began to migrate between them and bring "capitalism" to gaming processes. Their own merchants, account traders, game currency traders and game farms appeared in China, where people mine game currency for 10 hours a day. For some players, games ceased to be games, but became a business. The term "virtual economy" also extended to the sale of virtual currency for real currency.
In some companies, professional full-time content writing service
economists (for example, Eyjólfur Guðmundsson in EVE-online) study and adjust game economic processes. This helps the virtual economy develop according to the same laws as real economies.
news
Why are virtual items sold?
To level up a character, you need to spend a lot of hours playing an online game. A person who works, runs a business or has a family does not have time for this. Therefore, if game developers allow the transfer of items, game currency and characters, then trade and market relations begin, where virtual things are converted into real money and back. People are ready to spend hundreds and even thousands of dollars for rare artifacts, leveled accounts and other virtual delights - to play with pleasure or sell at a higher price.
There are 2.5 billion gamers in the world. They spend time and money: level up characters, collect artifacts and buy equipment, weapons and armor. To keep the user happy and get their money, game developers introduce monetization systems. According to this principle, games are divided into two types: without a system of value exchange between users and with such systems (with various variations).
The first type includes mobile free-to-play games and a number of MMO projects. The free-to-play model is designed so that the user pays not for the game itself, but for extended features and functions. Therefore, financial flows go exclusively through the game developers, and the license agreement prohibits the transfer or sale of accounts and limits the player in managing game property.
The second type is MMORPG (m***ively multiplayer online role-playing games: World of Warcraft, LineAge, etc.). Developers try to somehow regulate cash flows: they create personalized artifacts that cannot be sold or transferred to another character, or create special places for exchanging goods that have material value. At the same time, for example, on the Steam trading platform of Valve, according to the rules, it is prohibited to withdraw money outside the store's ecosystem. And this restriction creates an entire industry of "shadow" buying and selling in-game items, for which users are willing to pay much more than the maximum cost of the item listed on the platform. The demand for withdrawing money outside Steam and the desire to buy an in-game item within the store's ecosystem have created a huge number of trading platforms, exchanges and intermediaries outside it, who compete for customers according to the laws of competition in the real world: promotion in social networks, setting up contextual advertising and native advertising on specialized forums.
Who and how makes money on game currency
The mechanics of earning money for participants in the virtual item and currency market are different.