Virtual Games Create A Real World Market - washingtonpost.com - 0 views
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Jody Smith on 07 Oct 09"Kellen's auction is just one example of how increasingly popular online role-playing games have created a shadow economy in which the lines between the real world and the virtual world are getting blurred. More than 20 million people play these games worldwide, according to Edward Castronova, an economics professor at Indiana University who has written a book on the subject, and he thinks such gamers spend more than $200 million a year on virtual goods. One site, GameUSD.com, even tracks the latest value of computer-game currency against the U.S. dollar, an exchange-rate calculator for the virtual world."