Impact of real-world trading into online video games
dc.contributor.author | Snay, Alfred | |
dc.date.accessioned | 2021-12-22T20:28:01Z | |
dc.date.available | 2021-12-22T20:28:01Z | |
dc.date.issued | 2021-11 | |
dc.description | A student presentation to the Fall 2021 Student Research and Creative Works Symposium | |
dc.description.abstract | In the world of online gaming, every individual user has virtual currency they use to build their character or enhance their gameplay. As some individuals work towards obtaining currency there are users who reduce the enjoyment of earning virtual currency by using real world trading. The issue with real world trading for in game currency involves both business and in-game economy considerations. For the in-game community, players who buy currency are trying to progress quicker in the game without having to spend the time to earn their progress. Usually, players who indulge in buying currency are using third-party resources that required hours to generate currency for other players to buy. For the rest of the in-game community that work towards their wealth it is a very unfair advantage that some people who have income to spend for more currency in game which leads to an economy crash because of the mass influx of currency being moved around in game. | |
dc.format.extent | 1 page | |
dc.identifier.uri | http://hdl.handle.net/10790/6827 | |
dc.language.iso | English | |
dc.publisher | University of Hawaiʻi — West Oʻahu | |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | |
dc.title | Impact of real-world trading into online video games | |
dc.type | Presentation | |
dc.type.dcmi | text |
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