ReaBits Blog

VR and the economy

Virtuality influenced a different way on the economy. You can find many virtual stores online, where it is possible to order almost any product that will be delivered to the buyer. But in this case, the order will be done virtually. But a product itself that will be delivered is quite real. And how should we refer to the network purchase of music, movies, software, or any other commodity that exists only in binary code? On the one hand, this is a huge opportunity for services market, cinematograph, sound recording or IT companies, and many other business areas. But there are terrible problems with copyright protection. This issue has been being on the agenda of almost all over the world since early 90s. Despite the fact that there were many attempts to solve this issue, the problem has not disappeared. On average, more than 300 songs/per second are illegally downloading in the United States, and this figure is constantly growing.

At the end of 2010, while interweaving to one TV channel, Minister of Communications and Mass Communications of the Russian Federation, Igor Shchegolev, announced a change of counteraction tactics of the online counterfeit products spread. It is necessary to create adequate price market for the intellectual property sailing, which allow right owners to receive a steady income due to the number of downloads or plays. Unfortunately, despite of some progress in this area, the main problem of piracy hasn’t been solved.

Virtual economy is also growing in the field of online games. A set of computer games designed for online playing appeared after 2000. Some of them had story restrictions, others had rigid frame of the game world. There were also those that were created as a full, in many respects, self-organizing systems, limited only by capacity of the used equipment.

Incredible freedom of the player was their basic difference, as well as the opportunity to interact with other players from all over the world and, moreover, the ability to spend real money in a virtual space. In November 2010, it was made the most expensive buying in the history of online gaming. On the resource Entropia Universe, one of the users purchased virtual, not existing property, for $ 635,000. It is an incredible of its recklessness acquisition, isn’t it? Maybe, but only if you don’t take into account the buyer’s motivation. The fact is that the shopping, entertainment and sports complex of buildings acted as a real estate. Within the game, the user can be rented a trading area for the sale of any goods from the owner for real money. The calculation is carried out through the money transfer from one account to another. You can buy your character a subscription to the pool or the gym, go shopping, paying the seller for his goods, or by paying a pass to the gym to its owner. As a result, the income of the previous complex owner was about $ 200,000 a year!