Online games played by large numbers of players, called Massively Multiplayer Online Games (MMOG), such as World

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Online games played by large numbers of players, called Massively Multiplayer Online Games (MMOG), such as World of Warcraft and Second Life have become very popular. Like many games, these MMOG games involve winning assets, such as weapons and other goods, and virtual currency that allow players to advance or move to higher game levels. Players have discovered that these assets can be exchanged. Exchange is desirable for less-talented players who want to advance in a game. Some games allow players to win virtual currency that can be used to buy virtual assets. The obvious problem is that a player must have either already acquired some virtual assets or currency to engage in exchange.

A market has therefore developed in which virtual assets can be bought and sold for real money. Players can buy what they need to advance without first actually owning virtual assets or virtual currency. In addition, it provides a market for those who are skilled in a game and have acquired virtual assets that they no longer need.

Why would a player buy a virtual asset since it is not real? 

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