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life, liberty, and the pursuit of swords and armor - Emory University ...

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1302 EMORY LAW JOURNAL [Vol. 57<br />

A distinguishing feature <strong>of</strong> MMORPGs is that players not only interact<br />

with one ano<strong>the</strong>r but also collect items—traditionally <strong>swords</strong>, <strong>armor</strong>, potions,<br />

food, jewelry, or o<strong>the</strong>r accessories—that enhance <strong>the</strong> character’s ability to<br />

fight, cast spells, or move within <strong>the</strong> virtual world. 9 These virtual items<br />

enhance game play: virtual goods can make characters stronger or more<br />

powerful, or can ease a player’s capacity to progress through <strong>the</strong> game <strong>and</strong><br />

achieve higher levels. 10 Many <strong>of</strong> <strong>the</strong>se powerful items, however, are not easy<br />

to acquire, sometimes taking hours or days to locate <strong>and</strong> seize. 11<br />

Because virtual items enhance character attributes 12 but require time to<br />

obtain, 13 <strong>the</strong>y have become objects <strong>of</strong> value to players. These items, in turn,<br />

have generated an outside market for <strong>the</strong>ir acquisition. 14 This outside market,<br />

termed Real Money Trading (RMT), allows players to buy virtual goods with<br />

real financial currency through websites like eBay 15 <strong>and</strong> IGE. 16 RMT has<br />

become a pr<strong>of</strong>itable industry: 17 industry analysts estimate that trade in virtual<br />

goods ranges from $200 million to $2 billion a year. 18 In 2003, <strong>the</strong> internet<br />

9 Id. at 2.<br />

10 Id.<br />

11 See Wikipedia, Camping, http://en.wikipedia.org/wiki/Camping_(computer_gaming) (last visited Mar.<br />

2, 2007).<br />

12 Attributes can include, but are not limited to, strength, stamina, intelligence, clarity, wisdom, agility,<br />

<strong>and</strong> dexterity. See The Norrathian Scrolls: A Study <strong>of</strong> EverQuest, http://www.nickyee.com/eqt/lexicon.html<br />

(last visited Feb. 29, 2008).<br />

13 See, e.g., Tobold’s MMORPG Blog, http://tobolds.blogspot.com/2006/05/have-we-lost-patience.html<br />

(May 10, 2006, 10:26 EST) (describing how certain plants on EverQuest take twenty-five minutes to spawn).<br />

14 Economic Activity in Virtual Worlds, TNL.net Weblog, (July 31, 2006), http://www.tnl.net/blog/2006/<br />

07/31/economic-activity-in-virtual-worlds/.<br />

15 eBay, http://www.ebay.com (last visited Mar. 2, 2007). The sale <strong>of</strong> MMORPG virtual goods began on<br />

eBay, where virtual good prices ranged from a few cents to several thous<strong>and</strong> <strong>of</strong> dollars. TNL.net Weblog,<br />

supra note 14. However, eBay recently banned <strong>the</strong> sale <strong>of</strong> all virtual goods, except for <strong>the</strong> virtual goods <strong>of</strong><br />

crowdsourcing MMORPGs. See Daniel Terdiman, eBay Bans Auctions <strong>of</strong> Virtual Goods, NEWS.COM, Jan. 29,<br />

2007, http://news.com/eBay+bans+auctions+<strong>of</strong>+virtual+goods/2100-1043_3-6154372.html; see also infra note<br />

46 (defining “crowdsourcing MMORPGs”).<br />

16 IGE, http://www.ige.com (last visited Apr. 7, 2007). IGE provides a network for <strong>the</strong> buying <strong>and</strong><br />

selling <strong>of</strong> virtual currency <strong>and</strong> virtual assets <strong>of</strong> MMORPGs. See id.<br />

17 Because <strong>the</strong> trades on eBay were largely unregulated, Sony, one <strong>of</strong> <strong>the</strong> largest MMORPG providers,<br />

set up its own exchange system to allow its subscribers to buy <strong>and</strong> sell virtual goods through a regulated<br />

system. Daniel Terdiman, Sony Scores with Station Exchange, NEWS.COM, Aug. 25, 2005, http://news.com.<br />

com/Sony+scores+with+Station+Exchange/2100-1043_3-5842791.html. During Station Exchange’s first<br />

thirty days <strong>of</strong> operation, Sony saw more than $180,000 in transactions <strong>and</strong> reported that <strong>the</strong> average Station<br />

Exchange participant spent more than $70. Id. Realizing <strong>the</strong> potential for pr<strong>of</strong>it, o<strong>the</strong>r third-party websites set<br />

up <strong>the</strong>ir own exchanges to allow for <strong>the</strong> sale <strong>and</strong> purchase <strong>of</strong> virtual goods <strong>of</strong> various MMORPGs. E.g.,<br />

Internet Game Exchange, http://www.igxe.com (last visited Mar. 2, 2007); IGE, supra note 16; Massive<br />

Online Gaming Sales, http://www.mogs.com (last visited Mar. 2, 2007).<br />

18 Daniel Terdiman, Virtual Goods, Real Scams, NEWS.COM, Sept. 12, 2005, http://news.com.com/<br />

Virtual+goods,+real+scams/2100-1043_3-5859069.html; see also Noah Robischon, Station Exchange: Year

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