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eBay to sellers: You don't 'own' virtual propertyBy some estimates, the economy of World of Warcraft is worth $200 million, while Second Life's economy has been recently valued at $64 million. Everquest generates so much in the way of economic value that its GDP has been rated at around $2600 per capita. Lots of that value comes from real-life buying and selling of virtual-life assets, like skills and items for characters, or the characters themselves. Many gaming aficionados make a modest living doing just that -- the IRS has even opined on the subject, so it must be worth something.Wherever that economy takes place, it won't be on eBay anymore. Starting this week, eBay Inc. (NASDAQ:EBAY) has been delisting auctions for virtual property, in a move that many say is a ploy to avoid legal battles with the games' owners. They're using the IP excuse: the auction site already has a policy in place that sellers can't trade in a product unless he is "the owner of the underlying intellectual property, or authorized to distribute it by the intellectual property owner." While game players may be in possession of a certain skill, or have spent their good money and countless hours to develop a character, they don't "own" that in the legal sense -- all the IP rests with the company which created the game.
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Koreans breaking the chains of WoW economy It seems that Korean players have invented a custom auction system that could greatly increase the importance of the in game currency in World of Warcraft. Blizzard has been very successful wow gold in limiting the usage of gold by making best equipment in the game "Bind
on Pickup" which means that an item can't change hands after it's been picked up by a player. Usually these items are dropped by monsters which require a large party of players to kill them. The new Korean auction system enables players of a party that killed a monster to bid on an valuable item right on the spot before anyone picks it up. Winning bid takes the item and the money is split between the rest of the party.The interesting thing about all of this is how the Blizzard restriced economy in World of Warcraft is igniting a whole new breed of professional or semi-professional online RPG players. These guys aren't be like the typical chinese gold farmers who work alone, killing certain type of a monster 12 hours a day. Insteads, they need to be a skilled group of players who play well together and have no problem clearing the most difficult parts of the game even with a few paying "tourists" onboard. Also, it's worth a mention that these tourists often have to buy gold to pay off the professionals who in turn sell the gold to RMT companies for real world cash. This makes WoW gold merely an intermediate for real world
money which is definitely what Blizzard does not want to happen.
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