The Problem With Virtual Goods
betab.ly
The Problem With Virtual Goods
1–10 of 22 posts
Re: The Problem With Virtual Goods
#2Re: The Problem With Virtual Goods
#3For instance, you wouldn't be able to market your game in the states, since it's illegal to have transactions with online gambling services.
Re: The Problem With Virtual Goods
#4I would think that playing with real money online would have more complicated legal issues, since you're not just a game, you're effectively an online casino. For instance, you wouldn't be able to market your game in the states, since it's illegal to have transactions with online gambling services.
Betable supports virtual currency, so if you wanted to market your game to players in the US, you can create a virtual currency version of your game, market it everywhere in the world, and only expose the real-money gaming functionality to players in legal jurisdictions (e.g. those outside of the US, Turkey and Holland).
Re: The Problem With Virtual Goods
#5http://wiki.secondlife.com/wiki/Linden_Lab_Official:Policy_R...
Re: The Problem With Virtual Goods
#6Gambling used to be a big business in Second Life (the virtual world), until Linden Lab banned it outright. http://wiki.secondlife.com/wiki/Linden_Lab_Official:Policy_R...
Re: The Problem With Virtual Goods
#7problems with virtual goods are same as problems in stock exchanges witch is also some form of computer game.
Re: The Problem With Virtual Goods
#8problems with virtual goods are same as problems in stock exchanges witch is also some form of computer game.
Re: The Problem With Virtual Goods
#9Re: The Problem With Virtual Goods
#10I think the author of this article forgot that online gambling is illegal. Or at least, it's illegal for (US) banks to process money coming from gambling websites.