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Trading in Massively Online Game makes Real Money in Virtual World

Kausar Ahmed
MS Candidate
University of South Australia
May 22, 2008

Abstract

This paper analyzes the issue of earning real world money from virtual world and the role of taxation on that income.
Many virtual worlds have their own internal trade based economy similar to real world economy with its own currency
acting as a medium of exchange. A huge virtual money flow in MMOG, so a virtual economic flow can be exist which can
effect the real world economy in terms of tax pay. And the gamer integrate real cash into the virtual world through an
internal currency exchange system. It illustrate the issues of taxes in virtual games recognizing income could be
established by regulators at the point when in-game transaction occurs and at the time of converting game assets into
real world money. The tax in MMOG is calculated from gross income of gamers when they receive anything of economic
value, whether in the form of cash, property or services. MMOG tax can be collected by voluntary reporting and Internal
Revenue Services (IRS) initiative and participating from different nation belongs to their country’s tax rules and
regulation.

Keyword: MMOEG, MMORPG, real money trade (RMT), virtual world, multi-user, linden dollar, internal revenue service (IRS),
second life, linden lab, virtual economy, taxation, Terms of Service ( TOS )

Introduction considerable number of people which is not a game


rather then collaboration, community development
Social network collaborate a group of people to and innovation inside the enterprise. According to
form virtual community which trends to virtual the Prentice (2007) virtual worlds are neither games
world other than real world where members are nor a parallel universe and every avatar acts as a
sharing resources, skills, profile, contacts, fun and real person. However, virtual world includes
doing business to achieve its mission goal in virtual MMORPG such as World of Warcraft and on the
networks. Online virtual games are one of the most other hand Second Life is one of the most popular
interesting innovations in the area of social MMOEG which was released by Linden Lab, a
network. These games are based on multi-user private company based in San Francisco, California
domains (MUDs) and they have utilized the internet in 2003. It’s a three dimensional forum that enables
as a new gaming forum that allows people to link users to interact with each other through motional
up and play together. In Massively Multiplayer avatars.
Online Economic Game (MMOEG) or Missilery
Online Role Playing Game (MMORPG), players
from different sites can easily participate and obtain
items that can have significant world value to other
players. And Second life is one of the good
examples of Massively Multiplayer Economic
Game where people can trade huge money by
selling and buying virtual property. And the virtual
world is not isolated from the real world as the
exchange of virtual goods and services for real life
money has become a fundamental part of the virtual
world experience.

Virtual World & Ownership


Figure 1. Virtual demo
Virtual world is a computer simulated
environment in which social network users interact This platform creates a sophisticated level of
with each other via graphical representation. Virtual social network interactivities combined with
worlds have captured the imagination of a general aspects of virtual reality. And there is no
fee to join in Second Life but it takes money for raked in $292 million in subscription fees in 2005.
Linden dollars from participants which can be On the other hand, Julian Dibbel as a retailer in
exchanged for real money rate of approximately massively multiplayer game Utima online sold in-
300 Linden dollars to one US dollar. However, game items, currency and real estate on eBay and
according to Erriksson and Grill (2005) the earned almost $4000 per month which is $36000 a
participants can create avatars and may own year. Surprisingly, some people make six figures in
property and game money but at the end of the day a year.
when the game is over, the property and the money
itself is returned to the owner of the board game. As Read Trade Money (RMT) and Effect
a result the values and ownership is based on the
time it takes to acquire buying and selling. On the Real money trade is the act of exchanging real
other hand, Herman, Coombe and Kaye (2006) life money for virtual world goods and services. In
acknowledge that the user have their own rights to fact, this is almost similar to the Casio trading
create and sell the virtual property in virtual where people buy coins against money and gets the
currency to other users which can be converted into money by exchanging this at the end of the day.
real life currency at a fixed exchange rate. The only difference between virtual game and
casino is the gamer in casino cannot trade with the
Economic Flow in MMOG other participants. But in MMOG people trade
themselves which is hidden from the company and
In MMOG the economy works differently since sometimes they trade real world assets with the
it is so tied to real life money where it is replaced virtual items and it impacts real world economy
with buying of virtual currency with real life which is never counted as taxable.
currency and the drain is taxes on land ownership.
As there is a huge virtual money flow in MMOG,
so a virtual economic flow can exist which can
affect the real world economy in terms of tax pay.
The basic difference in between these two terms is
that in real world economy there is a channel where
the government is getting a part of once gross
income but on the other hand in virtual economy
the agent collects Linden dollars as virtual tax when
two parties are involved in buying and selling their
goods or properties and at end of the year the Figure 2. Real & Virtual Money
entrepreneur of virtual game pays real tax against
its entire revenue. However, the stakeholders of Real money trade has many effects on both the
MMOG try to prevent the players paying with real virtual worlds and their social networks and real
currency to gain items or in-game currency from world through various means. Castronova (2006)
other participant instead from them. Jordan describes that on the beginning of 2005 real money
describes that Blizzard who run European online trading exceeded 100 million US dollars and may
game World of Warcraft banned over 800 accounts actually be over 1 billion annually. It will not be a
because the players were involved in selling in- problem if the scope of trade limits inside the
game currency. In contrast, in 2005 Sony who runs contour of virtual game but when it penetrates into
Everquest allowed players to sell virtual goods for the real world then the question raised is whether
real currency and they also received a percentage that portion of this huge amount of money is legal
from each transaction. Moreover, Fairfield (2005) or not, in the sense of taxation nowadays. There are
acknowledges that real world system of trade such other motivations such as second life where the
as eBay and PayPall allow virtual-world users to trade is legal and the RMT is a part of the game as
auction/sell virtual goods for real world currency. the in game currency can be freely converted back
and forth between virtual and real money. Although
A number of web sites, such as virtual currency in some cases has a better
MMOMarkets.com and the Internet Gold exchange rate into US dollars than some smaller
Exchange, actively track the trading rate of online countries. Wong (2007) acknowledges that recently
currency in many games. Holland and Ewalt (2006) the magnitude of sales in virtual worlds is creating
acknowledge that MMOGchart.com put total real life profit for users. In America, the Internal
number of MMORPG subscriptions at over 13 Revenue Service (IRS) has been looking at taxing
million and NPD estimates that game developers the sales of virtual items and gold.
Tax Compliance there are no such measurements for net income
unless gross income is measured. And later taxation
In two alternative ways the MMOG tax can be of Second Life implied on cashing out and
collected such as voluntary reporting and Internal accessions the wealth. In virtual game the company
Revenue Services (IRS) initiative. According to the provides the basic stipend but they encourage
report provided by Julien Dibbel (2004), his earned gamer to develop content and later sell to others.
income selling goods and services in MMOGS was This income, in turn, enables you to develop more
more than his general income profession as a writer land which provides the revenue base for Linden
which is no more surprising for a second life lab because the more land you own, the more
participant. The most interesting thing is that he has ‘taxes’ you pay ( Grimmelmann 2003).
to pay tax for his professional income but he can
refuse to pay tax for the income what he has earned The gamers’ income could be recognized when
from MMOG, unless voluntarily announced. “in-game” transaction occurs or when the
Similarly, Anshe Chnag who is another second life conversion from “in-game” to real world currency
player has recently reported voluntarily of her occurs. Perhaps, substantial risk of forfeiture could
worth exceeding million dollar mark. So, IRS has take place which invalidates the point of income
been undergoing self reported taxation method for recognition during the “in-game transaction”. If a
MMOGs player on their earned income ever since person runs the risk of forfeiture, he may not be
the game has started from its journey. liable for tax.

Pros & Cons in Tax Compliance The participant can ignore the Linden dollar
when it will lose its value leading to barter
The advantages of IRS initiative are transaction as well as exceeding the threshold
• Increases tax payer’s compliance currency conversion set by Linden lab.
• Easier for tax payer to keep the record Surprisingly, the gamer has a tendency of not to pay
• Game operator may incur some charge, tax which leads the RMT transaction to form a
technically efficient. gigantic gray market. According to the Yoon
Disadvantages of IRS are (2004), currently gray market has no tax assessed to
• Players may grow with some regressive earnings from game item transactions by unlawful
behaviour activities. He also describes that it can be tackled at
• Players might change the medium the government level in the context of overall
transaction – barter transaction. policy dealing with gray markets. Their principle
• Devaluation of Linden leading to the roles include mediating disputes between players
collapse of game economy. and collecting information on game bugs which
they forward to the development team. Finally,
On the other hand, although voluntarily imputed income and loot is applied to MMOG
reporting is less expensive and taxation. Haskell and Kauffman (1964)
• Few players comply with self-reporting acknowledge that the special feature of imputed
• Players, sometimes, are not even aware income is that it arises outside the normal process
of the fact that their income is taxable. of the market. Similarly, loot arises when a gamer
• Neither tax policy provided by IRS nor wins property in battle of MMOG.
any guidelines provided by game
operator which is a concern! The property right of copying items is not
clearly mentioned in Terms of Services (TOS) in
Tax in MMOG Second Life. Lederman (2007) clarifies that if any
participant creates any copy one of its game items;
The tax in MMOG is calculated from gross it would be taxable if he wants to sell it to other
income of gamers as taxpayers have gross income participants. As when a gamer creates a copy, it is
when they receive anything of economic value, just a replicated copy of the Linden server.
whether in the form of cash, property or services
(Camp, 2007). But Miano (n.d.) describes IRS code Tax Procedure
1001 that provides the tax payers should subtract
their basis from the sum of cash receive plus the Mennecke (2007) acknowledges that there are
fair market value of any property received. So, in two alternative ways IRS initiated to recognize
Second Life to reach basis one must establish the income could established for taxation by regulating
proper measure of virtual income. Surprisingly, the point when in-game transaction occurs and
converts game assets into real currency. And he authority and game operator sides; participants are
also suggests that IRS established the specific rules not aware of the liabilities of paying tax. The
where the game operator like Linden lab is required analysis makes an analogy between the transfer of
to track all economic records of in-game goods and real money trades where the transfer is
transactions as a part of official documentation for not a purchase of an item. As many people are
taxation. And the participant would be issued a earning unrealistic real money through virtual
1099 form during any real world values that is world activities, the governments are looking into
earned in exchange of virtual world object or whether virtual world transactions are subjected to
currency for the record purposes. This system real taxes even if the participant does not convert
expected to increase user compliance for tax even his virtual income into cash out. However, the US
though have some pitfalls. If anyone tries to do law has led to unclear and sometimes conflicting
transactions with web portal, peer-to-peer or real interpretations.
world, it could be detected by IRS.
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