Virtual Items

Virtual Item Exchange Should Be Legalized

Authored 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.

Toyota Debuts New Cars Simultaneously in Chicago, Second Life

Authored by Mark Hefflinger on February 9, 2007 - 12:31pm.

Detroit - Toyota on Thursday launched two new versions of its Scion brand, simultaneously at the Chicago Auto Show and in the virtual world Second Life. The company held a virtual press conference within Second Life at the same time as the real-world event in Chicago. The virtual Scion xB and xD cars can be purchased in Second Life for 300 "Linden dollars," equivalent to $1 U.S. dollar. "That's our target demographic -- people who do things first. Trendsetters are instrumental in promoting brands," Adrian Si, Scion's interactive marketing manager, told Reuters.

Sony: Virtual Game Item Marketplace Does $1.87 Million in First Year

Authored 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.

eBay Bans Sales of Virtual Items From Online Games

Authored by Mark Hefflinger on January 29, 2007 - 2:20pm.
San Francisco - Online auctions giant eBay has begun to remove all auctions for virtual items from online games ranging from "World of Warcraft" to "Neopets," Slashdot reported.