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Gold Selling in Online Games: An Introduction to the Virtual Economy and its Real-World Implications

Chapter 1: Introduction

1.1 Background

In the realm of online gaming, the concept of in-game currency is a fundamental component of the virtual economy. This currency, often referred to as ‘gold’ regardless of its actual in-game representation, is typically earned by players through completing tasks, defeating enemies, or selling items. However, a phenomenon known as ‘gold selling‘ has emerged, where this in-game currency is sold for real-world money, creating a bridge between the virtual and real-world economies.

1.2 Problem Statement

Gold selling has become a pervasive issue in online gaming, leading to a myriad of problems including the exploitation of players, the destabilization of in-game economies, and the creation of an unfair playing field. Despite these issues, some game publishers appear to tacitly allow this practice to continue, leading to questions about the underlying causes and potential solutions to gold selling.

1.3 Research Objectives

This dissertation aims to:

  • Explore the causes of gold selling in online games.
  • Investigate the impact of gold selling on players and in-game economies.
  • Examine the role of game publishers in perpetuating or combating gold selling.
  • Propose strategies for addressing the issue of gold selling.

1.4 Research Questions

The study seeks to answer the following research questions:

  • What are the underlying causes of gold selling in online games?
  • How does gold selling exploit players and impact in-game economies?
  • Why do some game publishers allow gold selling to continue, and what strategies can they employ to combat this issue?

1.5 Significance of the Study

This study is significant as it provides a comprehensive exploration of the gold selling phenomenon, a topic that has substantial implications for the gaming industry and its millions of players worldwide. By shedding light on the causes, impacts, and potential solutions to gold selling, this research can inform game design practices, policy decisions, and future academic research in the field.

1.6 Dissertation Structure

The dissertation is structured into nine chapters. Following this introduction, Chapter 2 presents a literature review, while Chapters 3 to 6 delve into the causes of gold selling, the exploitation of players, the impact on in-game economies, and the role of game publishers, respectively. Chapter 7 outlines the research methodology, followed by the findings and discussion in Chapter 8. The dissertation concludes with Chapter 9, which presents the conclusion and recommendations.

1.7 Conclusion

Gold selling in online games is a complex issue that requires a nuanced understanding of the interplay between virtual and real-world economies, player behavior, and game design. This dissertation aims to provide an in-depth exploration of this phenomenon, contributing to the broader discourse on fairness, economy, and ethics in online gaming.

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