A very controversial new feature for the
role-playing juggernaut is the addition of the online Auction House. This
feature (not yet implemented into the game) allows players to collect digital
armor, weapons and other “loot” that they in the game and buy, sell, and trade
them with real players online. What sets this apart from other online games?
The consolation prize for these transactions is real life money, not
digital gold coins.
What does this say about the growing economic
legitimacy of online video games? It certainly shows that social media
enterprise
has extended to the point that even incorporeal, digital products (in-game
items) can now be bought and sold for value online just as much as real
products and services.
This phenomenon can be related to the growing
concern over many video game producers trying to exploit players for more money
through online service fees and expensive DLC (downloadable content). Furthermore,
there are a number of fans who are irked at the idea of spending their hard
earned real money to purchase digital items that hold no actual value. In the
past, there had been illegitimate websites known for scamming video gamers out
of their money by promising to sell them rare in game items or video game
currency. The only difference now is that this Auction House system is
sponsored and maintained by Blizzard Entertainment.
The Auction House system is due to be released via
Diablo 3 beginning May 29. It should be interesting to see how effective this
method of online digital commerce will be or how players will react to a
growing emphasis of marketization within their beloved video games.
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