What is a virtual economy?
virtual economy is an economy that exists in imagination, usually games, the world. These economies primarily occur online in virtual worlds for multiple players in real time. Virtual economies have virtual currencies. Although these currencies usually cannot be traded for currencies in the real world in the bank or in the Office for Change, such trading occurs.
The nature of the virtual economy often reflects the nature of the real, although there are some differences. Because people generally interact in these virtual worlds as an entertaining leak from everyday life, certain factors such as buying food, paying an electricity account, or the possibility that they will be attacked from work, could be missing in the virtual economy. People playing online games are usually represented by a character called Avatar. Avatars are usually not weighed by all the same worldly restrictions as their controllers.
SourcesAvatars are often available from those that have their human counterparts. Assets and services involved in the virtual economy may be more or less similar to those found in the real economy depending on the realism of the game. In one game, the player could buy a quiet country cottage that resembles the one that could be purchased in the real world, and in another game of a magical floating castle. There are several features that even those world-based worlds tend to share with the real world-people can exclusively own things and can usually sell or trade them; The market value of something is usually based on what it can do or how many people want it.
In more popular games, some people find that they will start to want virtual items as bad as they want real. This very real demand is the main bridge between the virtual economy and the real. Although many games have tried to ban such transactions, some players are now paying real money nand buying a virtual world currency or resources.
virtual economies existed in front of the Internet, though not to the same extent. Role playing games in cards and living roles also often include economic transactions, provide players' points or other forms of virtual currency. In card games, many players attached a great value to certain useful or rare cards; This could be considered as the forerunner of contemporary and growing phenomena that are spent and earned on virtual sources.