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DiGRA
The paper traces real-money trading (RMT) from a peripheral, player-driven practice into a central monetisation model. It argues this turns playgrounds into workgrounds where play generates labour with economic value.
Real-money trading (RMT), in which players earn or spend actual currency on in-game items, has moved from a peripheral, player-driven practice into a central monetisation model. This paper argues that the trend transforms playgrounds into "workgrounds," since play increasingly generates productive labour with economic value. Drawing on Marxist theory, monetisation research, and studies of item motivation, it contends that game items function as symbolic rewards whose functional, emotional and social qualities drive both purchase and resale. Its analysis tests whether RMT alters the unproductive character of play that Huizinga and Caillois originally described.
The historical scope traces RMT from its origins in 1987 MUDs through the gold-farming economy of World of Warcraft, the Auction House of Diablo III, and the play-to-earn model of Axie Infinity. Across these cases, companies have shifted from opposing or ignoring RMT to embedding it as a core mechanic. Item trading is encouraged through functional value, visual uniqueness, social status, and in-game currencies tied to real-world exchange. Market-size estimates vary widely, from roughly $5 million in 2001 to $880 million in 2004 annually, and the analysis is largely qualitative, drawing on secondary sources.
The central finding is that play-to-earn designs deliberately engineer artificial scarcity and item-acquisition grinds that produce labour-like practices. Gold farming is characterised as a form of "virtual sweatshop" labour, and Axie Infinity's scholarship programs reportedly involved 60–65% of players, many from low-income regions. The authors conclude that these arrangements blur play and work and exploit player labour, often with players' unwitting consent.
Supporting data points include Heeks's (2008) estimate that roughly 80–85% of gold farming occurs in China and the report that the cost of the three Axies needed to play Axie Infinity exceeded $1,000 by the end of 2021. The paper also notes that EverQuest 2's developers opened an official marketplace only in response to unofficial trading already occurring outside the game.
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