Autor Wiadomość
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PostWysłany: 11 Kwi 2011, 15:54 
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Kwiecień 2007
Posty: 6356
nick w SL: Madelaine Sautereau
No tak, nie całkiem o SL, ale niedaleko ;)

Bank Światowy opublikował raport na temat sprzedaży wirtualnych dóbr z gier wideo. Wynika z niego, że na tej formie handlu można nieźle zarobić.

Zdaniem Banku Światowego, cały rynek wirtualnych już w roku 2009 wart był przynajmniej 3 miliardy dolarów. W głównej mierze jest to zasługa tzw. "farmerów złota" czyli osób, których jedynym zadaniem jest zdobywanie i sprzedaż wirtualnego kruszcu - waluty w takich grach sieciowych jak World of Warcraft. Ich działalność przekłada się aż na 75% wymienionej przed chwilą kwoty. Z raportu wynika również, że w krajach takich jak Wietnam czy Chiny, handlem wirtualnymi przedmiotami trudni się prawie sto tysięcy osób. Nie grają one w gry dla rozrywki, a zajmują się tylko zdobywaniem i sprzedażą pożądanych przedmiotów czy złota.


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PostWysłany: 11 Kwi 2011, 19:20 
Lipiec 2008
Posty: 3307
nick w SL: MaxJames Chemistry
Niedaleko pada WoW-czyk od SL-wicza.

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PostWysłany: 12 Kwi 2011, 18:23 
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Maj 2007
Posty: 2318
nick w SL: Morrigan Polanski
Dalej nie rozumiem, jak to działa. Sprzedaż waluty w WoWie jest zakazana i grozi natychmiastowym zamknięciem konta.

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PostWysłany: 12 Kwi 2011, 19:19 
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Luty 2007
Posty: 4035
nick w SL: Jacek Shuftan
Wszystko jest ladnie opisane w dokumencie, na ktorym oparto artykul (str 34-35). Co nie zmienia faktu, ze jest to nielegalne.

3.5 Case study: Purchasing
virtual currency for World of
World of Warcraft (WoW), published by Blizzard Entertainment, is currently the leading global online game with over 12 million active player accounts as of 3Q 2010. U.S. players pay a monthly subscription fee of $16.99 to Blizzard. As a leisure activity, it is not a casual, irregular activity for most players. Many players spend a significant amount of time each week in WoW; surveys indicate an average weekly playing time of 21 hours for this category of online games. As a leisure activity, it also has many social dimensions with long-term online friendship and social bonds formed in the game. David is a fictional WoW player. He is 34 years old, lives on the East Coast of the United States, has a busy job, and an above-average income. He has played World of Warcraft for six months and became part of a guild that carries out quests in the game together and spends time chatting. It has become something like a circle of friends for him. Recently, David had to work longer hours at the office. As a result, he could not progress in the game as fast as the other avatars in his guild. This creates both social stress for David (not performing as well as his peer group) as well as a practical impediment to play, because the game is designed in such a way that only avatars of approximately the same level can play together.
David is well aware that Blizzard disapproves of players buying virtual gold for real money. He also knows that many players disapprove of it, perceiving it as a sort of cheating. Yet he feels that many of the activities necessary to progress in the game are highly repetitive and work-like, and not at all exciting. David has often noticed advertisements that offer the game currency for real money, or offer to play his character up to a certain level for a fee. He decides to give it a try. David uses Google to search for “world of warcraft gold”. A large number of search results and advertisements come up. He clicks on a site titled “WoW Goldmining” (real example with a fictional name).
A gaming services retail company based in Changsha, China operates the site. The retailer belongs to a handful of large retailers that each have close to 500 employees. Most of the employees are young and university educated. Some of them see the employment as an opportunity to learn about trading and developing IT skills. In this sense, it is a first stepping-stone for a planned job in another industry for these employees.
The retailer has been rather successful and growing its revenues on a yearly basis. It is focused on the Western market and has built up a customer service center that can handle requests in English around the clock. However, business has become more difficult during 2010 due to the lack of new content in World of Warcraft and the game operators’ constant efforts to curb secondary market trading. David places his order for WoW gold though the retailer’s website and pays through PayPal. PayPal takes a transaction fee of approximately two percent from this amount (Figure 3). When the retailer has received the order, their customer service staff conducts an anti-fraud check and clears it for delivery. The order is then forwarded to the retailer’s logistics department, which checks if the virtual currency is in stock. The logistics department logs into some game accounts and determines that gold for this server is out of stock. It places an order on the company’s Chinese language buy site, promising to pay $68 for the gold requested by David. The owner of a gaming studio in suburban Changsha responds to the request. A cybercafé owner established the studio in the fall of 2008. It has 10 employees who usually work over 60 hours per week, playing WoW to earn virtual gold (most of them also play some WoW on their free time, using their own characters). As a small gaming studio, it has benefited from a network with five other gaming studios that collaborate to handle demand spikes and other problems. Lately, Blizzard Entertainment closed a large number of the studio’s accounts citing a terms of service violation and caused a spike in costs. The game laborers at the studio are on a low monthly salary plus performance-based bonuses. The owner logs into his WoW account and delivers the gold to the account designated in the buy site. A 21-year-old immigrant worker from Western China, who earned approximately $23 for the corresponding work, originally harvested the gold he delivers.
As soon as the retailers’ logistics staff confirms the delivery from the gaming studio, they deliver the gold to David. There are two possible delivery methods. The retailer and David can agree on a time and place in the game world where the retailer’s logistics staff member will virtually meet David’s character and hand over the gold, or the gold can be delivered using the in-game mail service. David chooses the latter. Once he gets the gold, he spends it on equipment repairs and some consumable potions that allow him to make faster progress in the game. In the following months, the retailer’s customer relationship management department occasionally contacts David through e-mail, MSN instant messaging, and even voice chat programs, offering discounts on additional gold purchases and introductory prices on powerleveling services.

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