China bans online 'gold farming'
China has unveiled the first official rule on the use of virtual currency in the trade of real goods and services to limit possible impact on the real financial system. The Chinese government also spelled out the definition of "virtual currency" for the first time, which includes prepaid cards of cybergames, according to a joint announcement from the Ministry of Culture and the Ministry of Commerce Friday. It said:
The virtual currency, which is converted into real money at a certain exchange rate, will only be allowed to trade in virtual goods and services provided by its issuer, not real goods and services.
The ban is primarily aimed at "gold farming," an Internet-age phenomenon in which players in less developed countries collect and sell virtual gold (common to games like World of Warcraft) to wealthier gamers in the developed world. This enables gamers who have the means to buy virtual gold to get ahead in the games without actually having to accomplish the grunt work.
The trading of virtual currency for real cash generates between $200 million and $1 billion annually, according to a 2008 survey conducted by Richard Heeks at the University of Manchester.
The average user will only partially care about this ban. They might be disappointed that they can't buy their way to higher status, but I assume that Tencent and other popular sites will figure out a way to do in-game trades and that eventually the farmers will figure out how to bypass the restrictions.
The ban may scare off smaller shops, but the sophisticated organizations will continue on the same path. It reminds me of Japanese pachinko parlors where you can only win tokens (wink, wink) that you take next door for actual cash.
While I'm not convinced that gold farming is good or bad, there is a very persuasive argument that it's driving economic development in China, and that anything that perpetuates economic stimulus is a good thing.
(Via InformationWeek.)
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Dave Rosenberg dishes up "Software, Interrupted" with nearly 15 years of technology and marketing experience that spans from Bell Labs to multiple start-up IPOs to open-source enterprise software companies. He is co-founder of MuleSource and currently serves as the general manager of Hardy Way. He is a member of the CNET Blog Network and is not an employee of CNET. Disclosure. You can contact Dave via e-mail at softwareinterrupted@gmail.com or follow him on Twitter @daveofdoom. 





Companies like Linden that host their own currency conversions and closely monitor it are fine, but when you've got an unregulated activity that in and of itself is a violation of the ToS of any of these games, and is the source of the majority of in-game hacking and fraud, there's a serious problem.
I hope they crack down on this sort of thing ruthlessly. Serious repercussions on any of these script kiddies (mandatory castration anyone?)
Those of you kneejerkers out there, get out of your little box and consider the bigger picture. >;-)
It is well known amongst MMORPG players that China is where most gold farmers operate, so I'm very happy with this move by the Chinese authorities. Whether or not they can actually stop it is another matter, but at least they are trying.
Now whether gold farming upsets the game economy, that is debatable. Does it really matter if its your character out there grinding mobs to make gold or someone else? Mobs still get ground, and instead of the grinder spending money at the AH, some other character does. The gold thats generated still gets spent.
Now gold farmers spoil the game for others at times by preventing you from grinding the mobs you want or farming that ore, but thats hardly something worth Government's intervention over.
Now of course, if you're that desperate to actually spend real money to get something thats not real.... well you have bigger problems, and in my opinion the people who buy this virtual gold are the real problem.
I was surprised by how many different types of people actually work for these companies. Many university leavers who wish to better their English and make a good living, find themselves 'chatting up' gamers for their virtual currency exchange services.
If China systematically shut down all these websites I would be very intrigued to see what impact it would have across their economy.
I personally think (since this will be a big part of our future) the companies who offer the gaming services, be it Blizzard, SOE, CCP or any other major one, need to work with these companies and help regulate it, assuming their game economy can be balanced, made fair and everyone enjoys the game.
Remember, it's just a game - but a profitable almost limitless product.
http://www.wowgoldfacts.com/2009/07/06/the-story-behind-the-chinese-brouhaha-lost-in-translation-indeed/
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