Gold farming: Difference between revisions
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{{Short description|Practice of professional video game players}} |
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{{distinguish|gold mining}} |
{{distinguish|gold mining}} |
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'''Gold farming''' is the practice of playing a [[massively multiplayer online game]] (MMO) to acquire [[in-game currency]], later selling it for real-world [[money]].<ref name=beeb2>[http://news.bbc.co.uk/2/hi/technology/6592335.stm The business end of playing games] bbc.com, Wednesday, 25 April 2007, 14:55 GMT</ref><ref>Heeks (2008). p. 2.</ref> |
'''Gold farming''' is the practice of playing a [[massively multiplayer online game]] (MMO) to acquire [[in-game currency]], later selling it for real-world [[money]].<ref name=beeb2>[http://news.bbc.co.uk/2/hi/technology/6592335.stm The business end of playing games] bbc.com, Wednesday, 25 April 2007, 14:55 GMT</ref><ref>Heeks (2008). p. 2.</ref><ref>For Chinese gold farmers, see {{cite news | url=https://www.theguardian.com/technology/2009/mar/05/virtual-world-china | work=The Guardian | location=London | title=Welcome to the new gold mines | first=Rowenna | last=Davis | date=March 5, 2009 | access-date=May 3, 2010 }} |
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People who hold full-time employment as gold farmers often reside in developing nations.<ref>For Chinese gold farmers, see {{cite news | url=https://www.theguardian.com/technology/2009/mar/05/virtual-world-china | work=The Guardian | location=London | title=Welcome to the new gold mines | first=Rowenna | last=Davis | date=March 5, 2009 | access-date=May 3, 2010 }} |
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*For non-Chinese gold farmers, see [http://english.vietnamnet.vn/tech/2006/07/589687/ Gamers load for virtual asset swap] {{webarchive|url=https://web.archive.org/web/20090715143758/http://english.vietnamnet.vn/tech/2006/07/589687/ |date=2009-07-15 }} vietnamnet.vn, 12:30' 10/07/2006 (GMT+7)</ref> |
*For non-Chinese gold farmers, see [http://english.vietnamnet.vn/tech/2006/07/589687/ Gamers load for virtual asset swap] {{webarchive|url=https://web.archive.org/web/20090715143758/http://english.vietnamnet.vn/tech/2006/07/589687/ |date=2009-07-15 }} vietnamnet.vn, 12:30' 10/07/2006 (GMT+7)</ref> |
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Gold farming is distinct from other practices in online multiplayer games, such as [[power leveling]], as gold farming refers specifically to harvesting in-game currency, not rank or experience points. The actual labor mechanics of these practices may be similar, and those who hold employment as gold farmers may also work as power levelers. |
Gold farming is distinct from other practices in online multiplayer games, such as [[power leveling]], as gold farming refers specifically to harvesting in-game currency, not rank or experience points. The actual labor mechanics of these practices may be similar, and those who hold employment as gold farmers may also work as power levelers. |
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While most game operators ban the practice of selling in-game currency for real-world cash,<ref name=beeb2/> gold farming is lucrative because it takes advantage of [[economic inequality]] and the fact much time is needed to earn in-game currency.<ref name=beeb1>[http://news.bbc.co.uk/2/hi/business/5151916.stm China's full-time computer gamers] bbc.com, Friday, 13 October 2006, 19:20 GMT</ref> Rich players from [[developed countries]], wishing to save many hours of playing time, are willing to pay substantial sums to gold farmers from [[developing countries]].<ref name=NYT>[https://www.nytimes.com/2005/12/09/technology/09gaming.html?ex=1291784400&en=48a72408592dffe6&ei=5088 Ogre to Slay? Outsource It to Chinese] nytimes.com, December 9, 2005</ref> |
While most game operators ban the practice of selling in-game currency for real-world cash,<ref name=beeb2/> gold farming is lucrative because it takes advantage of [[economic inequality]] and the fact much time is needed to earn in-game currency.<ref name=beeb1>[http://news.bbc.co.uk/2/hi/business/5151916.stm China's full-time computer gamers] bbc.com, Friday, 13 October 2006, 19:20 GMT</ref> Rich players from [[developed countries]], wishing to save many hours of playing time, are willing to pay substantial sums to gold farmers from [[developing countries]].<ref name=NYT>[https://www.nytimes.com/2005/12/09/technology/09gaming.html?ex=1291784400&en=48a72408592dffe6&ei=5088 Ogre to Slay? Outsource It to Chinese] nytimes.com, December 9, 2005</ref> Gold farming has also been linked to [[credit card fraud]], with game accounts used for gold farming being paid for with stolen credit cards.<ref name="eurogamer-exposed"/><ref name="eurogamer-wowtoken"/> |
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The term has also been used to describe the wait times and chore-like activities players may perform in some [[freemium]] mobile phone games, allowing them to play without paying fees.<ref>{{cite web|url=https://www.pastemagazine.com/articles/2015/07/gold-farming-in-heroes-of-the-storm-is-my-new-part.html|title=Gold-farming in Heroes of the Storm is My New Part-Time Job|author=Myers, Maddy|date=9 July 2015|work=pastemagazine.com|publisher=Paste Media Group|access-date=13 April 2016}}</ref> |
The term has also been used to describe the wait times and chore-like activities players may perform in some [[freemium]] mobile phone games, allowing them to play without paying fees.<ref>{{cite web|url=https://www.pastemagazine.com/articles/2015/07/gold-farming-in-heroes-of-the-storm-is-my-new-part.html|title=Gold-farming in Heroes of the Storm is My New Part-Time Job|author=Myers, Maddy|date=9 July 2015|work=pastemagazine.com|publisher=Paste Media Group|access-date=13 April 2016}}</ref> |
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{{Video Games}} |
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==History== |
==History== |
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What began as a [[cottage industry]] in the late 1990s became increasingly more commercialized in the 2000s with the growing popularity of [[massively multiplayer online game]]s.<ref name=eurogamer1>[http://www.eurogamer.net/articles/gold-trading-exposed-the-sellers-article Gold Trading Exposed: Introduction] eurogamer.net, 19 March 2009</ref> |
What began as a [[cottage industry]] in the late 1990s became increasingly more commercialized in the 2000s with the growing popularity of [[massively multiplayer online game]]s.<ref name=eurogamer1>[http://www.eurogamer.net/articles/gold-trading-exposed-the-sellers-article Gold Trading Exposed: Introduction] eurogamer.net, 19 March 2009</ref> |
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While in the past players used [[eBay]] and [[PayPal]] to sell each other [[Item (gaming)|item]]s and gold from games like [[Ultima Online]]<ref name="Heeksp 2008 p4">Heeks (2008). p. 4.</ref> and [[Lineage (video game)|Lineage]],<ref name="Heeks 2008 p5">Heeks (2008). p. 5.</ref> contemporary, commercialized gold farming may have its origins in South Korea. 2001 reports describe Korean [[cybercafe]]s being converted into gold farming operations to serve domestic demand.<ref name="Heeks 2008 p5"/> This model, with full-time gold farmers working long hours in cybercafes, was [[outsourcing|outsourced]] to China and initially served demand from Korean players.<ref name=NYT/> Gold farming in China was experiencing swift growth [[circa|c]]. 2004.<ref name="Heeks 2008 p5"/> Cheap labor from inland provinces had washed into more cosmopolitan cities, and these real-life farmers were promptly pressed into service farming gold.<ref>{{Cite book|title=Games of Empire: Global Capitalism and Video Games|last=Dyer-Witheford|first=Nick|publisher=University of Minnesota Press|year=2009|pages=133}}</ref> In 2011, ''[[The Guardian]]'' reported that prisoners in some Chinese re-education camps were forced to engage in gold farming for the benefit of prison authorities.<ref>{{cite news|last=Vincent|first=Danny|title=China used prisoners in lucrative internet gaming work|url=https://www.theguardian.com/world/2011/may/25/china-prisoners-internet-gaming-scam|access-date=25 May 2011|newspaper=[[The Guardian]]|date=25 May 2011}}</ref> |
While in the past players used [[eBay]] and [[PayPal]] to sell each other [[Item (gaming)|item]]s and gold from games like [[Ultima Online]]<ref name="Heeksp 2008 p4">Heeks (2008). p. 4.</ref> and [[Lineage (video game)|Lineage]],<ref name="Heeks 2008 p5">Heeks (2008). p. 5.</ref> contemporary, commercialized gold farming may have its origins in South Korea. 2001 reports describe Korean [[cybercafe]]s being converted into gold farming operations to serve domestic demand.<ref name="Heeks 2008 p5"/> This model, with full-time gold farmers working long hours in cybercafes, was [[outsourcing|outsourced]] to China and initially served demand from Korean players.<ref name=NYT/> Gold farming in China was experiencing swift growth [[Wiktionary:circa|c]]. 2004.<ref name="Heeks 2008 p5"/> Cheap labor from inland provinces had washed into more cosmopolitan cities, and these real-life farmers were promptly pressed into service farming gold.<ref>{{Cite book|title=Games of Empire: Global Capitalism and Video Games|last=Dyer-Witheford|first=Nick|publisher=University of Minnesota Press|year=2009|pages=133}}</ref> In 2011, ''[[The Guardian]]'' reported that prisoners in some Chinese re-education camps were forced to engage in gold farming for the benefit of prison authorities.<ref>{{cite news|last=Vincent|first=Danny|title=China used prisoners in lucrative internet gaming work|url=https://www.theguardian.com/world/2011/may/25/china-prisoners-internet-gaming-scam|access-date=25 May 2011|newspaper=[[The Guardian]]|date=25 May 2011}}</ref> |
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Gold farming has also been linked to [[credit card fraud]]. According to the developers of [[World of Warcraft]] and [[Runescape]], most gold-farming and [[Video game bot|botting]] accounts in those games were paid for using stolen credit card numbers. Dealing with these fraudulent accounts incurs costs for the game companies not only in terms of employee time, but also monetarily in the form of [[chargeback]] fees from credit card companies.<ref name="eurogamer-exposed">{{cite web |last1=Ryan |first1=Nick |title=Gold Trading Exposed: The Developers |url=https://www.eurogamer.net/gold-trading-exposed-the-developers-article?page=2 |website=Eurogamer |access-date=19 October 2023 |date=April 9, 2009}}</ref><ref name="eurogamer-wowtoken">{{cite web |last1=Purchese |first1=Robert |title=World of Warcraft and the battle against black market gold |url=https://www.eurogamer.net/world-of-warcraft-and-the-battle-against-black-market-gold |website=Eurogamer |access-date=19 October 2023 |archive-url=https://web.archive.org/web/20221003103111/https://www.eurogamer.net/world-of-warcraft-and-the-battle-against-black-market-gold |archive-date=3 October 2022 |date=29 April 2015}}</ref> In addition, this large-scale fraud can risk a developer's transactions being refused by credit card companies and banks, posing an existential risk to game studios.<ref name="runescape-documentary">{{cite web |title=The RuneScape Documentary - 15 Years of Adventure |url=https://www.youtube.com/watch?v=7RNK0YBdwko&t=49m23s |website=YouTube |publisher=[[Jagex]] |access-date=19 October 2023 |date=9 April 2017 |quote=It was getting to the stage where the credit card companies themselves were saying "We're not gonna accept your credit cards 'cause you're getting so many people charging back 'cause of stolen credit cards}}</ref><ref name="eurogamer-exposed"/><ref name="theregister-wowban">{{cite web |last1=Leyden |first1=John |title=UK bank blames fraudsters for World of Warcraft ban |url=https://www.theregister.com/2008/02/15/halifax_blizzard_block/ |website=The Register |publisher=Situation Publishing |access-date=19 October 2023 |date=15 February 2008}}</ref> |
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Academic studies of gold farming have revealed that the social networks of gold farmers are similar to those of drug dealers.<ref>{{cite news|url=http://kotaku.com/5594424/gold-farming-research-digs-up-similarities-between-drug-dealers|title=Gold Farming Research Digs Up Similarities With Drug Dealers|work=Kotaku Daily|access-date=July 23, 2010}}</ref> |
Academic studies of gold farming have revealed that the social networks of gold farmers are similar to those of drug dealers.<ref>{{cite news|url=http://kotaku.com/5594424/gold-farming-research-digs-up-similarities-between-drug-dealers|title=Gold Farming Research Digs Up Similarities With Drug Dealers|work=Kotaku Daily|access-date=July 23, 2010}}</ref> |
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==Figures== |
==Figures== |
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While reliable figures for gold farming are hard to come by,<ref name=beeb>[http://news.bbc.co.uk/2/hi/technology/7575902.stm Poor earning virtual gaming gold] bbc.com |
While reliable figures for gold farming are hard to come by,<ref name=beeb>[http://news.bbc.co.uk/2/hi/technology/7575902.stm Poor earning virtual gaming gold] bbc.com, 22 August 2008</ref> there are some estimates of the market for in-game currency.<ref name="wired.com">{{cite magazine| last=Dibbell|first=Julian|url=https://www.wired.com/2008/11/ff-ige/ | magazine=Wired | title=The Decline and Fall of an Ultra Rich Online Gaming Empire | date=24 November 2008|archiveurl=https://web.archive.org/web/20090201054738/https://www.wired.com/gaming/virtualworlds/magazine/16-12/ff_ige?currentPage=all|archivedate=1 February 2009|url-status=live|url-access=limited|accessdate=21 April 2024}}</ref> |
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In 2005, [[The New York Times]] estimated that there were over 100,000 full-time gold farmers in [[China]] alone, and by 2009 the number had increased to one million.<ref>{{Cite book|title=Games of Empire: Global Capitalism and Video Games|last=Dyer-Witheford|first=Nick|publisher=University of Minnesota Press|year=2009|isbn=9780816666102|location=Minneapolis|pages=142}}</ref><ref name=NYT/> And in |
In 2005, [[The New York Times]] estimated that there were over 100,000 full-time gold farmers in [[China]] alone, and by 2009 the number had increased to one million.<ref>{{Cite book|title=Games of Empire: Global Capitalism and Video Games|last=Dyer-Witheford|first=Nick|publisher=University of Minnesota Press|year=2009|isbn=9780816666102|location=Minneapolis|pages=142}}</ref><ref name=NYT/> And in 2006–2007, the market for such [[virtual goods]] was thought to amount to somewhere between US$300 million<ref>[http://news.bbc.co.uk/2/hi/technology/7007026.stm The high cost of playing Warcraft] bbc.com, 24 September 2007</ref> and US$900 million.<ref name=beeb1/> |
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Another estimate, drawn from 2005/2006 data, valued the market at not less than US$200 million per year<ref name="Heeks 2008 p10">Heeks (2008) |
Another estimate, drawn from 2005/2006 data, valued the market at not less than US$200 million per year<ref name="Heeks 2008 p10">Heeks (2008), p. 10.</ref> and suggested that over 150,000 people were employed as gold farmers with average monthly earnings of US$145.<ref name="Heeks 2008 p10"/> This same report estimated that 80-85% of all gold farmers were from China,<ref name=beeb/> a fact which has led to prejudice towards Chinese players.<ref>[http://www.eurogamer.net/articles/news170106wowracism Chinese WOW players speak out] eurogamer.net, 17 January 2006</ref> 2008 figures from China valued the Chinese trade in virtual currency at over several billion [[Renminbi|yuan]], nearly US$300 million.<ref>[http://www.informationweek.com/news/internet/ebusiness/showArticle.jhtml?articleID=218101859 China Limits Use Of Virtual Currency] informationweek.com, June 29, 2009</ref> |
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==Rules and enforcement== |
==Rules and enforcement== |
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Many game developers expressly ban gold farming in their game's [[EULA]] or [[terms of service]].<ref name=eurogamer2>[http://www.eurogamer.net/articles/gold-trading-exposed-the-developers-article Gold Trading Exposed: The Developers] eurogamer.net, 9 April 2009</ref> In order to combat this, game developers such as Blizzard and ArenaNet are attempting to discourage third-party gold farming by implementing official real-money transaction systems within their games.<ref name=Blizzard>[http://us.battle.net/d3/en/services/auction-house/ Auction House Services Diablo III] us.battle.net 12 June 2012</ref><ref name=ArenaNet>[http://www.arena.net/blog/mike-obrien-on-microtransactions-in-guild-wars-2 Mike O'Brien on Microtransactions in Guild Wars 2] arena.net, 3 March 2012</ref> For example, in 2015, Blizzard implemented in-game items and tokens that cost players real money to purchase. These can then be auctioned off to other players for in-game currencies.<ref name=WoWToken>[http://us.battle.net/wow/en/blog/18141101/introducing-the-wow-token-3-2-2015 WoW Token] {{webarchive |url=https://web.archive.org/web/20160413095121/http://us.battle.net/wow/en/blog/18141101/introducing-the-wow-token-3-2-2015 |date=April 13, 2016 }} us.battle.net 12 April 2016</ref> |
Many game developers expressly ban gold farming in their game's [[EULA]] or [[terms of service]].<ref name=eurogamer2>[http://www.eurogamer.net/articles/gold-trading-exposed-the-developers-article Gold Trading Exposed: The Developers] eurogamer.net, 9 April 2009</ref> In order to combat this, game developers such as Blizzard and ArenaNet are attempting to discourage third-party gold farming by implementing official real-money transaction systems within their games.<ref name=Blizzard>[http://us.battle.net/d3/en/services/auction-house/ Auction House Services Diablo III] us.battle.net 12 June 2012</ref><ref name=ArenaNet>[http://www.arena.net/blog/mike-obrien-on-microtransactions-in-guild-wars-2 Mike O'Brien on Microtransactions in Guild Wars 2] arena.net, 3 March 2012</ref> For example, in 2015, Blizzard implemented in-game items and tokens that cost players real money to purchase. These can then be auctioned off to other players for in-game currencies.<ref name=WoWToken>[http://us.battle.net/wow/en/blog/18141101/introducing-the-wow-token-3-2-2015 WoW Token] {{webarchive |url=https://web.archive.org/web/20160413095121/http://us.battle.net/wow/en/blog/18141101/introducing-the-wow-token-3-2-2015 |date=April 13, 2016 }} us.battle.net 12 April 2016</ref> |
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==Secondary effects on in-game economy== |
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Gold farming and [[Powerleveling#Power-Leveling|power leveling]] can affect a game's economy by causing inflation.<ref name=uiuc/> They may degrade the game experience for users as was noted in a legal case against [[IGE]].<ref>{{cite news | last =Chalk | first =Andy | title =IGE Sued By World Of Warcraft Player | newspaper =The Escapis | publisher =Themis Media| date =1 June 2007| url =http://www.escapistmagazine.com/news/view/72346-IGE-Sued-By-World-Of-Warcraft-Player | access-date =March 10, 2012 }}</ref> It is often a source of annoyance for players who can find themselves being "[[Messaging spam|spammed]]" by sellers via the game's messaging system. |
Gold farming and [[Powerleveling#Power-Leveling|power leveling]] can affect a game's economy by causing inflation.<ref name=uiuc/> They may degrade the game experience for users as was noted in a legal case against [[IGE]].<ref>{{cite news | last =Chalk | first =Andy | title =IGE Sued By World Of Warcraft Player | newspaper =The Escapis | publisher =Themis Media | date =1 June 2007 | url =http://www.escapistmagazine.com/news/view/72346-IGE-Sued-By-World-Of-Warcraft-Player | access-date =March 10, 2012 | archive-date =9 December 2019 | archive-url =https://web.archive.org/web/20191209233901/http://www.escapistmagazine.com/news/view/72346-IGE-Sued-By-World-Of-Warcraft-Player | url-status =dead }}</ref> It is often a source of annoyance for players who can find themselves being "[[Messaging spam|spammed]]" by sellers via the game's messaging system. |
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These ill effects can occur whether or not such practices are sanctioned by the game operator. Citing such concerns, Activision Blizzard shut down their real-money transaction system for Diablo III in 2014.<ref>{{cite web | url=https://www.bbc.co.uk/news/technology-24152225 | title=Diablo 3 auction houses are doomed by developer Blizzard | publisher=BBC | work=BBC News | date=18 September 2013 | access-date=21 September 2013 | author=Kelion, Leo}}</ref> |
These ill effects can occur whether or not such practices are sanctioned by the game operator. Citing such concerns, Activision Blizzard shut down their real-money transaction system for Diablo III in 2014.<ref>{{cite web | url=https://www.bbc.co.uk/news/technology-24152225 | title=Diablo 3 auction houses are doomed by developer Blizzard | publisher=BBC | work=BBC News | date=18 September 2013 | access-date=21 September 2013 | author=Kelion, Leo}}</ref> |
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During the [[crisis in |
During the [[crisis in Venezuela]], Venezuelans became gold-farmers and could be seen playing online video games such as ''[[RuneScape]]'' to sell in-game currency or characters for real currency. In many cases, these gamers made more money than salaried workers in Venezuela even though they were earning just a few dollars per day. So many Venezuelans began this practice that it increased inflation with multiple game currencies.<ref>{{cite news|last1=Rosati|first1=Andrew|title=Desperate Venezuelans Turn to Video Games to Survive|url=https://www.bloomberg.com/news/articles/2017-12-05/desperate-venezuelans-turn-to-video-games-to-survive|access-date=6 December 2017|work=[[Bloomberg.com|Bloomberg]]|date=5 December 2017}}</ref> |
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==Law, regulation and taxation== |
==Law, regulation and taxation== |
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===China=== |
===China=== |
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Gold farming in China is more pervasive than in any other country, as 80% of all gold farmers are in [[mainland China]],<ref name="used prisoners" /> with a total of 100,000 full-time gold farmers in the country as of 2005.<ref name="DAVID BARBOZA">{{cite news | last= BARBOZA |
Gold farming in China is more pervasive than in any other country, as 80% of all gold farmers are in [[mainland China]] as of 2011,<ref name="used prisoners" /> with a total of 100,000 full-time gold farmers in the country as of 2005.<ref name="DAVID BARBOZA">{{cite news | last= BARBOZA |
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| first= DAVID | url= |
| first= DAVID | url= https://archive.nytimes.com/www.nytimes.com/2005/12/09/technology/09gaming.html| title= Ogre to Slay? Outsource It to Chinese| work= [[The New York Times]]| date= 9 December 2005| access-date= 21 April 2024 }}</ref> Gold farming in China is done in [[Internet cafe]]s, abandoned [[warehouse]]s, small offices, private homes and even "[[Laogai|re-education through labor]]" camps.<ref name="DAVID BARBOZA" /> When organized as an actual informal business, they are known as "gaming workshops" ([[Simplified Chinese]]: {{linktext|游戏|工作室}}; [[Pinyin]]: Yóuxì gōngzuòshì)<ref name="JULIAN DIBBELL" /> or "play-money workshops" (打钱工作室 Dǎqián gōngzuò shì). The abbreviation is 打G, where the G stands for "[[gold]]". Prisoners in [[Laogai]] camps have been forced to engage in gold farming for the financial benefit of prison authorities.<ref name="used prisoners">{{cite news |last=Vincent|first=Danny |title=China used prisoners in lucrative internet gaming work |url=https://www.theguardian.com/world/2011/may/25/china-prisoners-internet-gaming-scam |access-date=25 May 2011 |newspaper=[[The Guardian]]|date=25 May 2011}}</ref> A popular [[massively multiplayer online role-playing game]] subject to gold farming in China is ''[[World of Warcraft]]''.<ref name="JULIAN DIBBELL">{{cite news | last= Dibbell | first= Julian | url= https://archive.nytimes.com/www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html |
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| title= The Life of the Chinese Gold Farmer| work= [[The New York Times]] | date= June |
| title= The Life of the Chinese Gold Farmer| work= [[The New York Times]] | date= 17 June 2007| access-date= 21 April 2024}}</ref> |
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The Chinese government banned using [[Digital currency|virtual currency]] to buy real-world items in 2009 but not the reverse.<ref>[http://english.mofcom.gov.cn/aarticle/newsrelease/commonnews/200906/20090606364208.html China bars use of virtual money for trading in real goods] PRC Ministry of Commerce, Monday,June 29, 2009 2100 GMT</ref> |
The Chinese government banned using [[Digital currency|virtual currency]] to buy real-world items in 2009 but not the reverse.<ref>[http://english.mofcom.gov.cn/aarticle/newsrelease/commonnews/200906/20090606364208.html China bars use of virtual money for trading in real goods] PRC Ministry of Commerce, Monday, June 29, 2009 2100 GMT</ref> |
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===Japan=== |
===Japan=== |
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===Venezuela=== |
===Venezuela=== |
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Due to [[hyperinflation in Venezuela]] and the devalued [[Venezuelan bolívar|Venezuelan currency]], popular MMOs like [[Runescape]] and [[Tibia (video game)|Tibia]] have been subject to mass gold mining. In [[Reddit]], a user published a racially abusive guide on how to kill Venezuelans in the “[[Player versus player|player-v-player]]” places where the gold farming takes place; the guide was followed by intemperate comments. The moderators removed the post and the comments afterwards.<ref name=":0">{{Cite news|url=https://www.economist.com/the-americas/2019/11/21/venezuelas-paper-currency-is-worthless-so-its-people-seek-virtual-gold|title=Venezuela's paper currency is worthless, so its people seek virtual gold|date=21 November 2019| |
Due to [[hyperinflation in Venezuela]] and the devalued [[Venezuelan bolívar|Venezuelan currency]], popular MMOs like [[Runescape]] and [[Tibia (video game)|Tibia]] have been subject to mass gold mining. In [[Reddit]], a user published a racially abusive guide on how to kill Venezuelans in the “[[Player versus player|player-v-player]]” places where the gold farming takes place; the guide was followed by intemperate comments. The moderators removed the post and the comments afterwards.<ref name=":0">{{Cite news|url=https://www.economist.com/the-americas/2019/11/21/venezuelas-paper-currency-is-worthless-so-its-people-seek-virtual-gold|title=Venezuela's paper currency is worthless, so its people seek virtual gold|date=21 November 2019|newspaper=The Economist|access-date=2019-11-26|issn=0013-0613}}</ref> Considering many gold farmers utilize [[Bitcoin]] as an intermediate currency,<ref>{{Cite web |url=http://bitcoinmxn.com/2018/09/01/una-entrevista-con-un-anonimo-venezolano-utilizando-runescape-y-bitcoin-para-alimentar-a-su-familia |title=Una Entrevista Con Un anónimo Venezolano Utilizando Runescape y Bitcoin Para Alimentar a Su Familia |access-date=2019-04-11 |archive-date=2019-04-11 |archive-url=https://web.archive.org/web/20190411011302/http://bitcoinmxn.com/2018/09/01/una-entrevista-con-un-anonimo-venezolano-utilizando-runescape-y-bitcoin-para-alimentar-a-su-familia/ |url-status=dead }}</ref> regulation or taxation isn't feasible at the moment.{{when|date=April 2020}} During the [[2019 Venezuelan blackouts]], RuneScape's trading market suffered a "economic crisis" due to the reduced number of goods, as Venezuelans could not access the game.<ref>{{Cite web|url=https://www.gamebyte.com/power-outage-in-venezuela-causes-economic-crisis-in-runescape/|title=Power Outage In Venezuela Causes Economic Crisis In RuneScape|date=2019-03-11|website=Gamebyte|language=en-GB|access-date=2019-11-26}}</ref><ref name=":0" /> |
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===Lawsuits by game companies=== |
===Lawsuits by game companies=== |
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[[Zynga]], the makers of [[FarmVille]], filed a lawsuit to stop online sales of its in-game currency. The lawsuit never went to trial.<ref> |
[[Zynga]], the makers of [[FarmVille]], filed a lawsuit to stop online sales of its in-game currency. The lawsuit never went to trial.<ref>http://dockets.justia.com/docket/california/cacdce/2:2010cv02576/469538/</ref> |
||
[[Jagex]], the makers of [[RuneScape]], have engaged in legal actions against several gold farmers and [[Internet bot|bot]] programmers.<ref>[http://services.runescape.com/m=news/bot-busting-update-legal-proceedings Bot-Busting Update: Legal Proceedings] Runescape.com, November 9, 2011</ref> |
[[Jagex]], the makers of [[RuneScape]], have engaged in legal actions against several gold farmers and [[Internet bot|bot]] programmers.<ref>[http://services.runescape.com/m=news/bot-busting-update-legal-proceedings Bot-Busting Update: Legal Proceedings] Runescape.com, November 9, 2011</ref> |
||
On February 1, 2008, [[Blizzard Entertainment]], the makers of [[World of Warcraft]], won a lawsuit against In Game Dollar, trading under the name Peons4Hire. The court ordered an injunction that immediately halted all business operations within said game.<ref> |
On February 1, 2008, [[Blizzard Entertainment]], the makers of [[World of Warcraft]], won a lawsuit against In Game Dollar, trading under the name Peons4Hire. The court ordered an injunction that immediately halted all business operations within said game.<ref>http://virtuallyblind.com/2008/02/01/peons4hire-blizzard-injunction/ Virtuallyblind.com, February 1, 2008</ref> |
||
==Game sweatshop== |
==Game sweatshop== |
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Line 80: | Line 80: | ||
==In the media== |
==In the media== |
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[[Neal Stephenson]]'s 2011 novel ''[[Reamde]]'' has a plot centered on an online game that encourages gold farming. |
[[Neal Stephenson]]'s 2011 novel ''[[Reamde]]'' has a plot centered on an online game that encourages gold farming. |
||
[[Cory Doctorow]]'s 2004 short story |
[[Cory Doctorow]]'s 2004 short story "Anda's Game",<ref>{{cite news | last=Doctorow | first=Cory | author-link=Cory Doctorow | url=http://www.salon.com/2004/11/15/andas_game/ | title=Anda's Game | work=[[Salon (website)|Salon]] | date=2004-11-16 | access-date=2014-04-01 }}</ref> 2010 novel ''[[For The Win]]'',<ref>[https://creativecommons.org/weblog/entry/21996 "Cory Doctorow's 'For the Win{{'"}}]. creativecommons.org, May 11, 2010</ref> and 2014 [[graphic novel]] ''In Real Life''<ref>[https://www.polygon.com/2014/11/5/7157947/in-real-life-cory-doctorow-comic "A Comic That Explores the Dark Side of Gold Farming"]</ref> (based on his short story, "Anda's Game", and illustrated by Jen Wang) include references to gold farming. |
||
⚫ | [[Alan Harris (playwright)|Alan Harris]]'s radio play ''The Gold Farmer'' was broadcast on [[BBC Radio 3]] as part of The Wire series on February 6, 2010.<ref name=play>[http://www.bbc.co.uk/programmes/b00qf7lb "The Gold Farmer"]. bbc.co.uk</ref> It features a man who plays an online role-playing game and whose next door neighbour is a gold farmer. |
||
⚫ | A 2006 art project by [[Ubermorgen|UBERMORGEN.COM]], ''Chinese Gold'', used found video and [[machinima]] to document and explore the Chinese gold farming phenomenon.<ref name=nmai>[http://nimk.nl/eng/space-invaders-artists-and-works Space Invaders artists and works] Netherlands Media Art Institute</ref> |
||
⚫ | [[Alan Harris]]'s radio play ''The Gold Farmer'' was broadcast on [[BBC Radio 3]] as part of The Wire series on February 6, 2010.<ref name=play>[http://www.bbc.co.uk/programmes/b00qf7lb The Gold Farmer] bbc.co.uk</ref> It features a man who plays an online role-playing game and whose next door neighbour is a gold farmer. |
||
⚫ | |||
⚫ | A 2006 art project by [[Ubermorgen|UBERMORGEN.COM]], ''Chinese Gold |
||
== Discourse == |
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⚫ | |||
In the game ''[[World of Warcraft]]'', friction resulted from U.S. players of the 2004 release finding themselves competing with Chinese-based players who were employed to generate in-game resources to be sold on trading sites.<ref name="Eyman">{{Cite book |last=Eyman |first=Douglas |title=Games & Play in Chinese & Sinophone Cultures |date=2024 |publisher=[[University of Washington Press]] |isbn=9780295752402 |editor-last=Guo |editor-first=Li |location=Seattle, WA |chapter=Translation and Chinese Culture in Video Games |editor-last2=Eyman |editor-first2=Douglas |editor-last3=Sun |editor-first3=Hongmei}}</ref>{{Rp|page=253}} In addition to these differences in play style, the game had no translation features for in-game chat and therefore there was little communication between English-speaking and non-English speaking players.<ref name="Eyman" />{{Rp|page=254}} In her analysis analysis of gold farming, media scholar [[Lisa Nakamura]] wrote that although "players cannot see each other's body while playing, specific forms of game labor, such as gold farming and selling, as well as specific styles of play, have become racialized as Chinese, producing new forms of networked racism that are particularly easy for players to disavow."<ref name="Eyman" />{{Rp|page=255}} |
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==See also== |
==See also== |
||
*[[Digital currency]] |
*[[Digital currency]] |
||
*[[Blockchain game]] |
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*[[Powerleveling]] |
*[[Powerleveling]] |
||
*[[Virtual economy]] |
*[[Virtual economy]] |
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*[[Virtual goods]] |
*[[Virtual goods]] |
||
*[[Cheating in video games|Cheating in videogames]] |
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==References== |
==References== |
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* {{cite journal | url=http://hummedia.manchester.ac.uk/institutes/gdi/publications/workingpapers/di/di_wp32.pdf | title=Current Analysis and Future Research Agenda on "Gold Farming": Real-World Production in Developing Countries for the Virtual Economies of Online Games | last=Heeks |first=Richard | journal=Development Informatics--Working Paper Series | year=2008 | volume=28 |publisher=University of Manchester |location=United Kingdom}} |
* {{cite journal | url=http://hummedia.manchester.ac.uk/institutes/gdi/publications/workingpapers/di/di_wp32.pdf | title=Current Analysis and Future Research Agenda on "Gold Farming": Real-World Production in Developing Countries for the Virtual Economies of Online Games | last=Heeks |first=Richard | journal=Development Informatics--Working Paper Series | year=2008 | volume=28 |publisher=University of Manchester |location=United Kingdom}} |
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==External links== |
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{{Multiplayer online games}} |
{{Multiplayer online games}} |
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{{Video game genre}} |
{{Video game genre}} |
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[[Category:Massively multiplayer online role-playing |
[[Category:Massively multiplayer online role-playing game terminology]] |
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[[Category:Video game culture]] |
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[[Category:Virtual economies]] |
[[Category:Virtual economies]] |
Latest revision as of 20:15, 18 October 2024
Gold farming is the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency, later selling it for real-world money.[1][2][3]
Gold farming is distinct from other practices in online multiplayer games, such as power leveling, as gold farming refers specifically to harvesting in-game currency, not rank or experience points. The actual labor mechanics of these practices may be similar, and those who hold employment as gold farmers may also work as power levelers.
While most game operators ban the practice of selling in-game currency for real-world cash,[1] gold farming is lucrative because it takes advantage of economic inequality and the fact much time is needed to earn in-game currency.[4] Rich players from developed countries, wishing to save many hours of playing time, are willing to pay substantial sums to gold farmers from developing countries.[5] Gold farming has also been linked to credit card fraud, with game accounts used for gold farming being paid for with stolen credit cards.[6][7]
The term has also been used to describe the wait times and chore-like activities players may perform in some freemium mobile phone games, allowing them to play without paying fees.[8]
History
[edit]What began as a cottage industry in the late 1990s became increasingly more commercialized in the 2000s with the growing popularity of massively multiplayer online games.[9]
While in the past players used eBay and PayPal to sell each other items and gold from games like Ultima Online[10] and Lineage,[11] contemporary, commercialized gold farming may have its origins in South Korea. 2001 reports describe Korean cybercafes being converted into gold farming operations to serve domestic demand.[11] This model, with full-time gold farmers working long hours in cybercafes, was outsourced to China and initially served demand from Korean players.[5] Gold farming in China was experiencing swift growth c. 2004.[11] Cheap labor from inland provinces had washed into more cosmopolitan cities, and these real-life farmers were promptly pressed into service farming gold.[12] In 2011, The Guardian reported that prisoners in some Chinese re-education camps were forced to engage in gold farming for the benefit of prison authorities.[13]
Gold farming has also been linked to credit card fraud. According to the developers of World of Warcraft and Runescape, most gold-farming and botting accounts in those games were paid for using stolen credit card numbers. Dealing with these fraudulent accounts incurs costs for the game companies not only in terms of employee time, but also monetarily in the form of chargeback fees from credit card companies.[6][7] In addition, this large-scale fraud can risk a developer's transactions being refused by credit card companies and banks, posing an existential risk to game studios.[14][6][15]
Academic studies of gold farming have revealed that the social networks of gold farmers are similar to those of drug dealers.[16]
Similar to gold farming, people may be hired to level up in-game avatars by harvesting experience points. The term elo boosting may refer to a similar activity in games that features Elo rating system or some other competitive ladder system.[17]
Figures
[edit]While reliable figures for gold farming are hard to come by,[18] there are some estimates of the market for in-game currency.[19]
In 2005, The New York Times estimated that there were over 100,000 full-time gold farmers in China alone, and by 2009 the number had increased to one million.[20][5] And in 2006–2007, the market for such virtual goods was thought to amount to somewhere between US$300 million[21] and US$900 million.[4]
Another estimate, drawn from 2005/2006 data, valued the market at not less than US$200 million per year[22] and suggested that over 150,000 people were employed as gold farmers with average monthly earnings of US$145.[22] This same report estimated that 80-85% of all gold farmers were from China,[18] a fact which has led to prejudice towards Chinese players.[23] 2008 figures from China valued the Chinese trade in virtual currency at over several billion yuan, nearly US$300 million.[24]
Rules and enforcement
[edit]Many game developers expressly ban gold farming in their game's EULA or terms of service.[25] In order to combat this, game developers such as Blizzard and ArenaNet are attempting to discourage third-party gold farming by implementing official real-money transaction systems within their games.[26][27] For example, in 2015, Blizzard implemented in-game items and tokens that cost players real money to purchase. These can then be auctioned off to other players for in-game currencies.[28]
Secondary effects on in-game economy
[edit]Gold farming and power leveling can affect a game's economy by causing inflation.[29] They may degrade the game experience for users as was noted in a legal case against IGE.[30] It is often a source of annoyance for players who can find themselves being "spammed" by sellers via the game's messaging system.
These ill effects can occur whether or not such practices are sanctioned by the game operator. Citing such concerns, Activision Blizzard shut down their real-money transaction system for Diablo III in 2014.[31]
During the crisis in Venezuela, Venezuelans became gold-farmers and could be seen playing online video games such as RuneScape to sell in-game currency or characters for real currency. In many cases, these gamers made more money than salaried workers in Venezuela even though they were earning just a few dollars per day. So many Venezuelans began this practice that it increased inflation with multiple game currencies.[32]
Law, regulation and taxation
[edit]Some governments, perhaps recognizing that current regulatory systems may be ill-suited to address activities such as gold farming, have made statements concerning the sale of virtual goods.
Australia
[edit]In 2006, a spokesperson for the Australian Government stated normal earned income rules also apply to income from the sale of virtual goods.[33]
China
[edit]Gold farming in China is more pervasive than in any other country, as 80% of all gold farmers are in mainland China as of 2011,[34] with a total of 100,000 full-time gold farmers in the country as of 2005.[35] Gold farming in China is done in Internet cafes, abandoned warehouses, small offices, private homes and even "re-education through labor" camps.[35] When organized as an actual informal business, they are known as "gaming workshops" (Simplified Chinese: 游戏工作室; Pinyin: Yóuxì gōngzuòshì)[36] or "play-money workshops" (打钱工作室 Dǎqián gōngzuò shì). The abbreviation is 打G, where the G stands for "gold". Prisoners in Laogai camps have been forced to engage in gold farming for the financial benefit of prison authorities.[34] A popular massively multiplayer online role-playing game subject to gold farming in China is World of Warcraft.[36] The Chinese government banned using virtual currency to buy real-world items in 2009 but not the reverse.[37]
Japan
[edit]In response to increases in gold farming, in 2006 the Japanese Government urged the computer game industry to self-regulate as well as vowing to investigate this species of fraud.[38]
South Korea
[edit]A Korean high court's 2010 ruling meant that exchanging virtual currency for real money was legal in this country although subject to taxation.[39] However, in 2012 this practice was set to be banned alongside a raft of other means to cheat in games, and gold farmers could face stiff penalties—up to $45,000 in fines and five years in jail.[40]
United States
[edit]A United States Congressional committee investigated taxation of virtual assets and incomes derived from them in 2006,[41] and the IRS has, in its National Taxpayer Advocate's 2008 Annual Report to Congress, expressed concern that virtual worlds are a growing source of tax noncompliance.[42]
Venezuela
[edit]Due to hyperinflation in Venezuela and the devalued Venezuelan currency, popular MMOs like Runescape and Tibia have been subject to mass gold mining. In Reddit, a user published a racially abusive guide on how to kill Venezuelans in the “player-v-player” places where the gold farming takes place; the guide was followed by intemperate comments. The moderators removed the post and the comments afterwards.[43] Considering many gold farmers utilize Bitcoin as an intermediate currency,[44] regulation or taxation isn't feasible at the moment.[when?] During the 2019 Venezuelan blackouts, RuneScape's trading market suffered a "economic crisis" due to the reduced number of goods, as Venezuelans could not access the game.[45][43]
Lawsuits by game companies
[edit]Zynga, the makers of FarmVille, filed a lawsuit to stop online sales of its in-game currency. The lawsuit never went to trial.[46]
Jagex, the makers of RuneScape, have engaged in legal actions against several gold farmers and bot programmers.[47]
On February 1, 2008, Blizzard Entertainment, the makers of World of Warcraft, won a lawsuit against In Game Dollar, trading under the name Peons4Hire. The court ordered an injunction that immediately halted all business operations within said game.[48]
Game sweatshop
[edit]A business producing avatars and in-game currency in MMORPGs is sometimes labelled a game sweatshop.[49] Workers employed by these companies either collect in-game currency (known as gold farming) or generate high-level avatars (known as power leveling).[49] Such organizations are referred to as sweatshops because the gold farmers are usually paid very low wages.[29][50]
Development potential
[edit]Gold farming has been discussed as a tool for socioeconomic development by the United Kingdom's Department for International Development[51] and University of Manchester professor Richard Heeks.[52] The money involved is small enough to flow easily from many first-world players but large enough to make a difference to the people doing the work. Gold farmers receive a higher percentage of sale revenue from their work than do farmers of fair trade coffee.[53]
In the media
[edit]Neal Stephenson's 2011 novel Reamde has a plot centered on an online game that encourages gold farming.
Cory Doctorow's 2004 short story "Anda's Game",[54] 2010 novel For The Win,[55] and 2014 graphic novel In Real Life[56] (based on his short story, "Anda's Game", and illustrated by Jen Wang) include references to gold farming.
Alan Harris's radio play The Gold Farmer was broadcast on BBC Radio 3 as part of The Wire series on February 6, 2010.[57] It features a man who plays an online role-playing game and whose next door neighbour is a gold farmer.
A 2006 art project by UBERMORGEN.COM, Chinese Gold, used found video and machinima to document and explore the Chinese gold farming phenomenon.[58]
Julian Dibbell's 2006 book Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot chronicles the author's efforts to earn so much virtual money playing online games that he could quit his day job.
Discourse
[edit]In the game World of Warcraft, friction resulted from U.S. players of the 2004 release finding themselves competing with Chinese-based players who were employed to generate in-game resources to be sold on trading sites.[59]: 253 In addition to these differences in play style, the game had no translation features for in-game chat and therefore there was little communication between English-speaking and non-English speaking players.[59]: 254 In her analysis analysis of gold farming, media scholar Lisa Nakamura wrote that although "players cannot see each other's body while playing, specific forms of game labor, such as gold farming and selling, as well as specific styles of play, have become racialized as Chinese, producing new forms of networked racism that are particularly easy for players to disavow."[59]: 255
See also
[edit]References
[edit]- ^ a b The business end of playing games bbc.com, Wednesday, 25 April 2007, 14:55 GMT
- ^ Heeks (2008). p. 2.
- ^ For Chinese gold farmers, see Davis, Rowenna (March 5, 2009). "Welcome to the new gold mines". The Guardian. London. Retrieved May 3, 2010.
- For non-Chinese gold farmers, see Gamers load for virtual asset swap Archived 2009-07-15 at the Wayback Machine vietnamnet.vn, 12:30' 10/07/2006 (GMT+7)
- ^ a b China's full-time computer gamers bbc.com, Friday, 13 October 2006, 19:20 GMT
- ^ a b c Ogre to Slay? Outsource It to Chinese nytimes.com, December 9, 2005
- ^ a b c Ryan, Nick (April 9, 2009). "Gold Trading Exposed: The Developers". Eurogamer. Retrieved 19 October 2023.
- ^ a b Purchese, Robert (29 April 2015). "World of Warcraft and the battle against black market gold". Eurogamer. Archived from the original on 3 October 2022. Retrieved 19 October 2023.
- ^ Myers, Maddy (9 July 2015). "Gold-farming in Heroes of the Storm is My New Part-Time Job". pastemagazine.com. Paste Media Group. Retrieved 13 April 2016.
- ^ Gold Trading Exposed: Introduction eurogamer.net, 19 March 2009
- ^ Heeks (2008). p. 4.
- ^ a b c Heeks (2008). p. 5.
- ^ Dyer-Witheford, Nick (2009). Games of Empire: Global Capitalism and Video Games. University of Minnesota Press. p. 133.
- ^ Vincent, Danny (25 May 2011). "China used prisoners in lucrative internet gaming work". The Guardian. Retrieved 25 May 2011.
- ^ "The RuneScape Documentary - 15 Years of Adventure". YouTube. Jagex. 9 April 2017. Retrieved 19 October 2023.
It was getting to the stage where the credit card companies themselves were saying "We're not gonna accept your credit cards 'cause you're getting so many people charging back 'cause of stolen credit cards
- ^ Leyden, John (15 February 2008). "UK bank blames fraudsters for World of Warcraft ban". The Register. Situation Publishing. Retrieved 19 October 2023.
- ^ "Gold Farming Research Digs Up Similarities With Drug Dealers". Kotaku Daily. Retrieved July 23, 2010.
- ^ LeJacq, Yannick (July 22, 2015). "League Of Legends Pro Suspended For Allegedly Leveling Accounts For Cash". Kotaku. Retrieved October 29, 2015.
- ^ a b Poor earning virtual gaming gold bbc.com, 22 August 2008
- ^ Dibbell, Julian (24 November 2008). "The Decline and Fall of an Ultra Rich Online Gaming Empire". Wired. Archived from the original on 1 February 2009. Retrieved 21 April 2024.
- ^ Dyer-Witheford, Nick (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press. p. 142. ISBN 9780816666102.
- ^ The high cost of playing Warcraft bbc.com, 24 September 2007
- ^ a b Heeks (2008), p. 10.
- ^ Chinese WOW players speak out eurogamer.net, 17 January 2006
- ^ China Limits Use Of Virtual Currency informationweek.com, June 29, 2009
- ^ Gold Trading Exposed: The Developers eurogamer.net, 9 April 2009
- ^ Auction House Services Diablo III us.battle.net 12 June 2012
- ^ Mike O'Brien on Microtransactions in Guild Wars 2 arena.net, 3 March 2012
- ^ WoW Token Archived April 13, 2016, at the Wayback Machine us.battle.net 12 April 2016
- ^ a b Jin, Ge (May 2006). "Chinese Gold Farmers in the Game World". Consumers, Commodities & Consumption. 7 (2). Consumers Studies Research Network. Retrieved March 10, 2012.
- ^ Chalk, Andy (1 June 2007). "IGE Sued By World Of Warcraft Player". The Escapis. Themis Media. Archived from the original on 9 December 2019. Retrieved March 10, 2012.
- ^ Kelion, Leo (18 September 2013). "Diablo 3 auction houses are doomed by developer Blizzard". BBC News. BBC. Retrieved 21 September 2013.
- ^ Rosati, Andrew (5 December 2017). "Desperate Venezuelans Turn to Video Games to Survive". Bloomberg. Retrieved 6 December 2017.
- ^ Virtual world: tax man cometh theage.com.au, October 31, 2006
- ^ a b Vincent, Danny (25 May 2011). "China used prisoners in lucrative internet gaming work". The Guardian. Retrieved 25 May 2011.
- ^ a b BARBOZA, DAVID (9 December 2005). "Ogre to Slay? Outsource It to Chinese". The New York Times. Retrieved 21 April 2024.
- ^ a b Dibbell, Julian (17 June 2007). "The Life of the Chinese Gold Farmer". The New York Times. Retrieved 21 April 2024.
- ^ China bars use of virtual money for trading in real goods PRC Ministry of Commerce, Monday, June 29, 2009 2100 GMT
- ^ Japanese gov't looks into gold farming Archived 2007-09-29 at the Wayback Machine gamespot.com, Jul 19, 2006 5:48 am AEST
- ^ Play money is real money, says high court Archived 2012-12-16 at archive.today moremoney.blogs.money.cnn.com, January 22, 2010
- ^ Rose, Mike (15 June 2012). "Virtual item trading to be banned in South Korea". gamasutra.com. UBM. Retrieved 13 April 2016.
- ^
- US Congress launches probe into virtual economies Archived 2010-11-04 at the Wayback Machine secondlife.reuters.com, Sun Oct 15, 2006 10:43pm PDT
- IRS taxation of online game virtual assets inevitable news.com.com, December 3, 2006 9:45 AM PST
- ^ IRS Getting Closer to a Virtual Goods Tax insidesocialgames.com, January 20th, 2009
- ^ a b "Venezuela's paper currency is worthless, so its people seek virtual gold". The Economist. 21 November 2019. ISSN 0013-0613. Retrieved 2019-11-26.
- ^ "Una Entrevista Con Un anónimo Venezolano Utilizando Runescape y Bitcoin Para Alimentar a Su Familia". Archived from the original on 2019-04-11. Retrieved 2019-04-11.
- ^ "Power Outage In Venezuela Causes Economic Crisis In RuneScape". Gamebyte. 2019-03-11. Retrieved 2019-11-26.
- ^ http://dockets.justia.com/docket/california/cacdce/2:2010cv02576/469538/
- ^ Bot-Busting Update: Legal Proceedings Runescape.com, November 9, 2011
- ^ http://virtuallyblind.com/2008/02/01/peons4hire-blizzard-injunction/ Virtuallyblind.com, February 1, 2008
- ^ a b Thompson, Tony (2005-03-13). "They play games for 10 hours - and earn £2.80 in a 'virtual sweatshop'". The Observer. Retrieved 2007-06-29.
- ^ Dibbell, Julian (17 June 2007). "Video Games - China - Money - Online Games". The New York Times.
- ^ "Converting the Virtual Economy into Development Potential". infodev.org. infoDev. 7 April 2011. Retrieved 13 April 2016.
- ^ Heeks (2008).
- ^ Fair Trade Gold arstechnica.com
- ^ Doctorow, Cory (2004-11-16). "Anda's Game". Salon. Retrieved 2014-04-01.
- ^ "Cory Doctorow's 'For the Win'". creativecommons.org, May 11, 2010
- ^ "A Comic That Explores the Dark Side of Gold Farming"
- ^ "The Gold Farmer". bbc.co.uk
- ^ Space Invaders artists and works Netherlands Media Art Institute
- ^ a b c Eyman, Douglas (2024). "Translation and Chinese Culture in Video Games". In Guo, Li; Eyman, Douglas; Sun, Hongmei (eds.). Games & Play in Chinese & Sinophone Cultures. Seattle, WA: University of Washington Press. ISBN 9780295752402.
General
[edit]- Heeks, Richard (2008). "Current Analysis and Future Research Agenda on "Gold Farming": Real-World Production in Developing Countries for the Virtual Economies of Online Games" (PDF). Development Informatics--Working Paper Series. 28. United Kingdom: University of Manchester.