The economy of virtual worlds (MMOG) is growing rapidly. The number of inhabitants of alternative universes is estimated in
tens of millions of people . These people not only pay a monthly fee, but also invest heavily in the development of their character, the purchase of virtual real estate and other virtual goods. Some of them even manage to extract profits from their investments.
Last year, the online gaming market
reached $ 3.4 billion , and by 2010 it should grow to $ 13 billion. A significant portion of this amount is foreign exchange in the game worlds. Very often, such a currency can be cashed in the official or underground exchange office.
From now on, any American who has exchanged game currency for real dollars
must reflect this in his income statement .
The issue of virtual economies is considered by the Economic Committee at the US Congress. They are now discussing which economic relations from the real world are applicable to virtual economies. For example, standard taxes on profits, real estate, wealth, etc., can be extended to virtual worlds. Perhaps the tax authorities will have to agree with the game developers on the exchange of information.
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Indeed, this question is now very relevant. Economies of virtual worlds allow you to easily transfer hundreds of thousands of dollars there and make a profit in game currency from investments in virtual real estate. If necessary, the currency is quickly converted into dollars. Moreover, the entire economic activity of a businessman is beyond the control of financial bodies. A person does not pay any taxes to the state.
The financial turnover of some virtual worlds has already exceeded the size of the gross domestic product of many small countries of the world. For example, in the game
Second Life, the monthly amount of transactions has already exceeded $ 7 million and continues to increase by 10-15% per month. Tax authorities are not allowed to ignore these financial flows. But how to regulate them is not entirely clear.