> These are 3D virtual world environments and people are using (VIRTUAL CURRENCY) to build an online economy. They are trading property, buying virtual artwork and creating galleries, setting up clubs and meeting spaces, etc.
What you're describing here is Roblox (2006), which was launched 2 years before Bitcoin was conceived, and has attained a market cap of >$50 billion without any cryptocurrency nonsense. Or Second Life (2003). Or RuneScape (2001).
Cryptocurrency doesn't enable online trading with virtual currency -- if anything, it's dramatically _more_ difficult to use than either real plastic, or virtual currency sitting in a SQL table.
What it enables is theoretical trust in a shared ledger (handwaving that a Sybil attack isn't attempted by any of the massive mining pools); but this trust is assuming you're a computer scientist capable of auditing the clients and contracts. Yet, even professional programmers have lost hundreds of millions of dollars worth of crypto with programming mistakes and security flaws in their smart contracts and clients! If even professional crypto software developers can't take advantage of cryptocurrency's supposed benefits, how are the players of an online game supposed to?
The answer is of course that they have to relegate trust, in the same way that online shoppers relegate trust to Visa/Mastercard. The important difference being that only Visa/Mastercard guarantee your funds are returned if you're defrauded.