nVirtual values are attributed
to intangible goods.
nComplex barter systems have
developed allowing players to trade game artifacts, avatars, �virtual� real estate, etc.
nNumerous online currency
traders have established viable businesses exchanging real for virtual coin.
nCyber-economies are influential
markets:
nEdward Castronova calculated
that if Everquest�s
game world were a real country, then
its cyber-economy would make its GDP 77th in the world, putting it somewhere between Russia and
Bulgaria.�