EverQuestVirtual Item Exchange Should Be LegalizedAuthored by Michael Cai on February 13, 2007 - 8:33am.
Economics 101 says that when there's a demand, there should be supply. That is exactly what's happening with virtual item exchange. For those who don't follow the game market, virtual item exchange means using real-world currency to purchase virtual items. For instance, a player of World of Warcraft could buy a special sword from another player for $5 and enhance his gaming experience and a player of Second Life could acquire a virtual castle for her avatar for $1,000.
Sony: Virtual Game Item Marketplace Does $1.87 Million in First YearAuthored by Mark Hefflinger on February 7, 2007 - 1:49pm.
San Diego - Sony Online Entertainment (SOE) announced on Wednesday that Station Exchange, the online auction site it launched in June 2005 to allow players of its "EverQuest II" multiplayer online game to pay real money for virtual characters and items, generated $1.87 million in player transactions during its first year. Sony Online to Release New "EverQuest" Expansion in SeptemberAuthored by Mark Hefflinger on July 11, 2006 - 3:11pm.
San Diego - Sony Online Entertainment said on Tuesday that it will launch a new expansion pack for its "EverQuest" massively multiplayer online roleplaying game in September.
Sony Online Entertainment at Work on "EverQuest II" ExpansionsAuthored by dmw on May 3, 2006 - 9:17am.
San Diego - Sony Online Entertainment (SOE) announced on Wednesday that it is at work on two expansion packs for its "EverQuest II" massively multiplayer online roleplaying game. The expansion pack "Echoes of Faydwer" will be released on Nov. 14 for $39, while the adventure pack "The Fallen Dynasty" will be released in June for $7.99, or at no cost to subscribers to SOE's Station Access service.
Sony Online Entertainment Releases 2 "EverQuest" Expansion PacksAuthored by Mark Hefflinger on February 21, 2006 - 6:13am.
San Diego - Sony Online Entertainment on Tuesday announced the release of two expansion packs for its "EverQuest" massively multiplayer online roleplaying games. Both "EverQuest: Prophecy of Ro" and "EverQuest II: Kingdom of Sky" are now available for download for $26.99, or at retail for $29.
Study Finds Most Avid "EverQuest" Players Male, Not TeenagersAuthored by Mark Hefflinger on April 15, 2003 - 2:02am.
London -- The BBC Online recently reported on a survey of enthusiasts of Sony's online game "EverQuest," where Nottingham Trent University research found that active players are just as likely to be a 40-something, well-paid professional as they are to be teenagers with lots of spare time. The study found that over 60 percent of players were older than 19, 85 percent were male, and that a "significant minority" (15 percent) adopt a character gender opposite to their own in the game. It also found that 15 percent said they play the game for more than 50 hours per week. Dr. Mark Davies, co-author of the study and himself one of about 400,000 EverQuest players, said that figure is not necessarily cause for alarm. "Most people I know spend about 3-4 hours a night watching TV... so in many cases it is just a substitution of entertainment rather than some unfortunate development in their lifestyle," Davies told BBC Online. "If you are married with three children, it probably will not go down so well and could cause immense problems. but it is okay for someone who is not in a relationship and does not have other responsibilities," said study co-author Professor Mark Griffiths.
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