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  2. Virtual economy - Wikipedia

    en.wikipedia.org/wiki/Virtual_economy

    A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual ...

  3. Category:Virtual economies - Wikipedia

    en.wikipedia.org/wiki/Category:Virtual_economies

    The trade of virtual goods may be by the means of a virtual currency or without it. It may be unauthorised or illegal as long the practice is notable. The system allows human participation. Only the main page for any such system should be included, unless the subpage specifically deals with economic aspects of the system.

  4. Virtual goods - Wikipedia

    en.wikipedia.org/wiki/Virtual_goods

    Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods , on the other hand, may be a broader category including digital books, music, and movies. [ 1 ]

  5. Virtual economy of Russia - Wikipedia

    en.wikipedia.org/wiki/Virtual_economy_of_Russia

    The virtual economy in the context of the Russian Federation is a scientific term [1] meaning a number of widespread unorthodox features of the Russian economy [1] in the transition period. Among such features are non-monetary settlements for payments, accompanied by a plurality of forms and instruments of payment, and the resulting plurality ...

  6. Category:Virtual economy - Wikipedia

    en.wikipedia.org/wiki/Category:Virtual_economy

    Virtual economy of Russia; Virtual goods This page was last edited on 25 July 2024, at 16:39 (UTC). Text is available under the Creative Commons ...

  7. Virtual artifact - Wikipedia

    en.wikipedia.org/wiki/Virtual_artifact

    Within many virtual worlds, there exists a virtual economy that often mimics real-life commercial features and models such as trading with in-game virtual artifacts, virtual currencies, supply and demand, etc. There is a viable real-life business model based on the exchange of virtual artifacts within a virtual environment.

  8. Metaverse - Wikipedia

    en.wikipedia.org/wiki/Metaverse

    Avatars socialising in the virtual world Second Life. The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, [1] usually in 3D and focused on social and economic connection. [2] [3] [4] [5]

  9. Gold farming - Wikipedia

    en.wikipedia.org/wiki/Gold_farming

    Gold farming is the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency, later selling it for real-world money. [1] [2] [3]Gold farming is distinct from other practices in online multiplayer games, such as power leveling, as gold farming refers specifically to harvesting in-game currency, not rank or experience points.