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MMORPG Currency - Virtual Economy is what online games use to buy tcos Gold virtual items for their game playing so they in effect create what's called a 'virtual economy'.
These economies are observed in MUDs and massively multiplayer online role-playing games (MMORPG).
The largest are currently found in MMORPGs, such as EverQuest, Ultima Online, Dark Age of Camelot, World of Warcraft, Lineage, and EVE Online. Virtual economies also exist in life simulation games such as The Sims Online, or Second Life, which has perhaps taken the most radical steps toward linking a virtual economy with the real world, such as recognizing IP rights for assets created "in-world" by Second Life subscribers, and maintaining a laissez faire policy on the buying and selling of Linden Dollars (the world's official currency) for real money on 3rd party websites.
They can even exist in internet games like Neopets or Kingdom of Loathing where "real" money (or meat in Kingdom of Loathing's case) can be spent and user-created shops opened. An economy will emerge in a game world with the following characteristics:
