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. The business end of playing games bbc.com, Wednesday, 25 April 2007, 14:55 GMTHeeks (2008). p. 2.For Chinese gold farmers, see
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. The actual labor mechanics of these practices may be similar, and those who hold employment as gold farmers may also work as power levelers.
While most game operators ban the practice of selling in-game currency for real-world cash, gold farming is lucrative because it takes advantage of economic inequality and the fact much time is needed to earn in-game currency. China's full-time computer gamers bbc.com, Friday, 13 October 2006, 19:20 GMT Rich players from developed countries, wishing to save many hours of playing time, are willing to pay substantial sums to gold farmers from developing countries. Ogre to Slay? Outsource It to Chinese nytimes.com, December 9, 2005 Gold farming has also been linked to credit card fraud, with game accounts used for gold farming being paid for with stolen credit cards.
The term has also been used to describe the wait times and chore-like activities players may perform in some freemium mobile phone games, allowing them to play without paying fees.
While in the past players used eBay and PayPal to sell each other items and gold from games like Ultima OnlineHeeks (2008). p. 4. and Lineage,Heeks (2008). p. 5. contemporary, commercialized gold farming may have its origins in South Korea. 2001 reports describe Korean being converted into gold farming operations to serve domestic demand. This model, with full-time gold farmers working long hours in cybercafes, was outsourcing to China and initially served demand from Korean players. Gold farming in China was experiencing swift growth . 2004. Cheap labor from inland provinces had washed into more cosmopolitan cities, and these real-life farmers were promptly pressed into service farming gold. In 2011, The Guardian reported that prisoners in some Chinese re-education camps were forced to engage in gold farming for the benefit of prison authorities.
Gold farming has also been linked to credit card fraud. According to the developers of World of Warcraft and Runescape, most gold-farming and botting accounts in those games were paid for using stolen credit card numbers. Dealing with these fraudulent accounts incurs costs for the game companies not only in terms of employee time, but also monetarily in the form of chargeback fees from credit card companies. In addition, this large-scale fraud can risk a developer's transactions being refused by credit card companies and banks, posing an existential risk to game studios.
Academic studies of gold farming have revealed that the social networks of gold farmers are similar to those of drug dealers.
Similar to gold farming, people may be hired to level up in-game avatars by harvesting . The term elo boosting may refer to a similar activity in games that feature the Elo rating system or some other competitive ladder system.
In 2005, The New York Times estimated that there were over 100,000 full-time gold farmers in China alone, and by 2009, the number had increased to one million. And in 2006–2007, the market for such virtual goods was thought to amount to somewhere between US$300 million The high cost of playing Warcraft bbc.com, 24 September 2007 and US$900 million.
Another estimate, drawn from 2005/2006 data, valued the market at not less than US$200 million per yearHeeks (2008), p. 10. and suggested that over 150,000 people were employed as gold farmers with average monthly earnings of US$145. This same report estimated that 80-85% of all gold farmers were from China, a fact which has led to prejudice towards Chinese players. Chinese WOW players speak out eurogamer.net, 17 January 2006 2008 figures from China valued the Chinese trade in virtual currency at over several billion Renminbi, nearly US$300 million. China Limits Use Of Virtual Currency informationweek.com, June 29, 2009
These ill effects can occur whether or not such practices are sanctioned by the game operator. Citing such concerns, Activision Blizzard shut down their real-money transaction system for Diablo III in 2014.
During the crisis in Venezuela, Venezuelans became gold-farmers and could be seen playing online video games such as RuneScape to sell in-game currency or characters for real currency. In many cases, these gamers made more money than salaried workers in Venezuela even though they were earning just a few dollars per day. So many Venezuelans began this practice that it increased inflation with multiple game currencies.
Jagex, the makers of RuneScape, have engaged in legal actions against several gold farmers and Internet bot programmers. Bot-Busting Update: Legal Proceedings Runescape.com, November 9, 2011
On February 1, 2008, Blizzard Entertainment, the makers of World of Warcraft, won a lawsuit against In Game Dollar, trading under the name Peons4Hire. The court ordered an injunction that immediately halted all business operations within said game.http://virtuallyblind.com/2008/02/01/peons4hire-blizzard-injunction/ Virtuallyblind.com, February 1, 2008
Cory Doctorow's 2004 short story "Anda's Game", 2010 novel For The Win, "Cory Doctorow's 'For the Win. creativecommons.org, May 11, 2010 and 2014 graphic novel In Real Life (based on his short story, "Anda's Game", and illustrated by Jen Wang) include references to gold farming.
Alan Harris's radio play The Gold Farmer was broadcast on BBC Radio 3 as part of The Wire series on February 6, 2010. "The Gold Farmer". bbc.co.uk It features a man who plays an online role-playing game and whose next door neighbour is a gold farmer.
A 2006 art project by Ubermorgen, Chinese Gold, used found video and machinima to document and explore the Chinese gold farming phenomenon. Space Invaders artists and works Netherlands Media Art Institute
Julian Dibbell's 2006 book Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot chronicles the author's efforts to earn so much virtual money playing online games that he could quit his day job.
History
Figures
Rules and enforcement
Secondary effects on in-game economy
Law, regulation and taxation
Australia
China
Japan
South Korea
United States
and the IRS has, in its National Taxpayer Advocate's 2008 Annual Report to Congress, expressed concern that virtual worlds are a growing source of tax noncompliance. IRS Getting Closer to a Virtual Goods Tax insidesocialgames.com, January 20th, 2009
Venezuela
Lawsuits by game companies
Game sweatshop
Development potential
In the media
Discourse
See also
General
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