Abstract
In virtual economies, human and computer players produce goods and services, hold assets, and trade them with other in-game entities, in the same way that people and corporations participate in “real-world” economies. As the border between virtual worlds and the real world grows more and more permeable, privacy and security in virtual worlds matter more and more.
Virtual economies first appeared as early as the late 1970’s in MUDs (Multi-User Dungeons), with the advent of dial-up bulletin board systems and research computer internetworking. The earliest and simplest in-game economies simply allowed players to obtain currency dropped by slain monsters or from in-game vendors who would purchase unwanted items (usually also dropped by slain monsters). This currency could be used to buy superior weapons, armor, or training to allow the player to more effectively kill (often more powerful) monsters and thus earn more money. MUDs and related games in the 1980’s began to use the in-game currencies for other purposes, such as creating in-game assets. As the complexity of MUDs grew, so did their economies, but because most MUDs were small in scope and run without profit by enthusiasts, there was little implied value in their in-game currency: the players who ran the system would simply conjure up currency whenever they or their friends needed it.
The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-3-540-77366-5_37
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
‘Game theft’ led to fatal attack: BBC News (online) (March 31, 2005)
Murder incorporated. PC Gamer, p. 129 (September 2005)
Virtual economies. The Economist (January 20, 2005)
Blizzard Entertainment Press Release. World of Warcraft surpasses 8 million subscribers worldwide (January 11, 2007)
Brenner, S.W.: Is there such a thing as “virtual crime”? California Criminal Law Review 4(1) (2001)
Brown, J.S., Thomas, D.: You play World of Warcraft? You’re hired! WIRED 14.04 (April 2006)
Castronova, E.: On Virtual Economies. SSRN eLibrary (2002)
Grimmelman, J.: Virtual Power Politics. New York University Press (2006)
Harper, E.: Cheaters slam ‘Everquest II’ economy (February 20, 2006)
Huizinga, J.: Homo Ludens. Beacon Press (1971)
MacKinnon, R.: Virtual rape. Journal of Computer-Mediated Communication 2(4) (March 1997)
Silverstein, J.: Are some video games gambling? ABC News (online) (September 8, 2006)
Terdiman, D.: Cheaters slam ‘Everquest II’ economy. CNET News.com (August 11, 2005)
Wikipedia (English). Player killer (2007)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2007 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Thorpe, C., Hammer, J., Camp, J., Callas, J., Bond, M. (2007). Virtual Economies: Threats and Risks. In: Dietrich, S., Dhamija, R. (eds) Financial Cryptography and Data Security. FC 2007. Lecture Notes in Computer Science, vol 4886. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-77366-5_21
Download citation
DOI: https://doi.org/10.1007/978-3-540-77366-5_21
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-77365-8
Online ISBN: 978-3-540-77366-5
eBook Packages: Computer ScienceComputer Science (R0)