Real Money

Review of: Real Money

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On 10.07.2020
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Das beliebteste Automatenspiel bei deutschen Spielern ist Book of Ra. Das HГchste was Sie sich erspielen kГnnen sind 200.

Real Money

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Übersetzung im Kontext von „the real money“ in Englisch-Deutsch von Reverso Context: So I decided to go where the real money is the century city mall. Real money Definition: Money is the coins or bank notes that you use to buy things, or the sum that you have in | Bedeutung, Aussprache, Übersetzungen und. Übersetzung im Kontext von „real money“ in Englisch-Deutsch von Reverso Context: real money account.

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Ebenso Real Money. - "real money" auf Deutsch

The real money comes from other sources and activities including financial fraud.

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In EVE Online however, theft and scamming other players is perfectly allowed within the game's framework as long as no real world trading is committed.

Players are allowed to loot all items from fallen victims in battle, but there is a disincentive in the form of NPC police intervention in higher-security space.

Virtual possessions valued in the tens of thousands of USD have been destroyed or plundered through corporate espionage and piracy.

This has resulted in widespread retributive warfare and crime between various player corporations. RuneScape went as far as making this practice impossible by removing unbalanced trades and their traditional player vs.

To control real money trading, EVE Online created an official and sanctioned method to convert real world cash to in-game currency; players can use real world money to buy a specific in-game item which can be redeemed for account subscription time or traded on the in-game market for in-game currency.

For a persistent world to maintain a stable economy, a balance must be struck between currency sources and sinks. Generally, games possess numerous sources of new currency for players to earn.

However, some possess no effective "sinks", or methods of removing currency from circulation. If other factors remain constant, greater currency supply weakens the buying power of a given amount; a process known as inflation.

In practice, this results in constantly rising prices for traded commodities. With the proper balance of growth in player base, currency sources, and sinks, a virtual economy could remain stable indefinitely.

As in the real world, actions by players can destabilize the economy. Gold farming creates resources within the game more rapidly than usual, exacerbating inflation.

In extreme cases, a cracker may be able to exploit the system and create a large amount of money.

This could result in hyperinflation. In the real world entire institutions are devoted to maintaining desired level of inflation.

Episodes of hyperinflation have also been observed. In these virtual economies, the value of in-game resources is frequently tied to the in-game power they confer upon the owner.

This power allows the user, usually, to acquire more rare and valuable items. In this regard, in-game resources are not just tradable objects but can play the role of capital.

Players also acquire human capital as they become more powerful. Powerful guilds often recruit powerful players so that certain players can acquire better items which can only be acquired by the cooperation among many players.

Virtual economies have also been said to exist in the "metagame" worlds of live-action role-playing games and collectible card games.

Other "metagame" currencies have cropped up in games such as Everquest and World of Warcraft. Dragon kill points or DKP are a semi-formal score-keeping system used by guilds in massively multiplayer online games.

Players in these games are faced with large scale challenges, or raids , which may only be surmounted through the concerted effort of dozens of players at a time.

Dragon kill points are not official currencies, but are created and managed by endgame guilds to manage distributions of rewards in those raids.

Virtual economies represented not only in mmorpg genre but also in online business simulation games Virtonomics , Miniconomy. Simplified economy represented in almost all real-time strategies StarCraft II: Heart of the Swarm , Red alert 2 in a form of gathering and spending resources.

Diablo III has its virtual economy as well which is represented by online game auction. On a number of discussion and networking sites, such as Slashdot , Reddit , care2 and Yahoo!

Answers , points are gained through the garnering of trust evidenced in upward moderations of posted content ; however, as stated by Slashdot co-founder CmdrTaco , his implementation of user moderation was not intended as a currency, even though it has evolved on other discussion-oriented sites into such a system.

On some such sites, the accumulation of "karma points" can be redeemed in various ways for virtual services or objects, while most other sites do not contain a redemption system.

A game's synthetic economy often results in interaction with a "real" economy; characters, currency, and items may be sold and bought on online auction websites or purchased from standalone webshops.

Since January users are no longer allowed to sell virtual goods of online games on eBay due to the ambiguous legal status of real world trading.

While many game developers, such as Blizzard creator of World of Warcraft , prohibit the practice, it is common that goods and services within virtual economies will be sold on online auction sites and traded for real currencies.

According to standard conceptions of economic value see the subjective theory of value , the goods and services of virtual economies do have a demonstrable value.

Since players of these games are willing to substitute real economic resources of time and money monthly fees in exchange for these resources, by definition they have demonstrated utility to the user.

In January , Blizzard stepped up its offensive on account security scams with the launch of a new website.

The new Battle. Net account security website hopes to highlight the importance of keeping it safe when it comes to subscribers' accounts. Ongoing campaign by WoW fan sites to boycott gold ads on their sites is just one of several community efforts to raise awareness against crackers.

Gold sellers and leveling services are responsible for the vast majority of all account thefts, and they are the number-one source of World of Warcraft-related phishing attempts, spyware, and even credit card theft.

Players who buy gold actively support spam, hacks, and keyloggers, and by doing so diminish the gameplay experience for everyone else.

An undisclosed fee structure including listing fees, sale fees, and cash-out fees will accompany the Auction House at launch, and all transactions will exist within the protected context of Blizzard's MMORPG.

Accordingly, gold can be posted on the RMAH such that the two currencies may be exchanged for one another at the market rate less applicable fees.

Other virtual world developers officially sell virtual items and currency for real-world money. If the currency in Second Life , the Linden Dollars, can be easily acquired with real money, the reverse is done through a market place owned by Linden Lab, but is not guaranteed, as the TOS of linden Lab explicitly says that Linden dollars are not redeemable.

On December 14, , an island in Project Entropia sold for U. One gamer also purchased a virtual space station for U. Many Korean virtual worlds such as Flyff and other worlds outside that country such as Archlord and Achaea, Dreams of Divine Lands operate entirely by selling items to players for real money.

Such items generally cannot be transferred and are often used only as a means to represent a Premium subscription via a method which is easily integrated into the game engine.

These intersections with real economies remain controversial. Markets that capitalize in gaming are not widely accepted by the gaming industry.

Reasons for this controversy are varied. Firstly, the developers of the games often consider themselves as trying to present a fantasy experience, so the involvement of real world transactions takes away from it.

Further, in most games, it would be unacceptable to offer another player real currency in order to have them play a certain way e.

However, such rules of etiquette need not apply, and in practice they often don't, to massive game worlds with thousands of players who know one another only through the game system.

Further and more involved issues revolve around the issue of how or if real-money trading subjects the virtual economy to laws relating to the real economy.

Some argue that to allow in-game items to have monetary values makes these games, essentially, gambling venues, which would be subject to legal regulation as such.

Another issue is the impact of taxation that may apply if in-game items are seen as having real value.

If for example a magic sword is considered to have real-world value, a player who kills a powerful monster to earn such a sword could find himself being charged tax on the value of the sword, as would be normal for a "prize winning".

This would make it impossible for any player of the game not to participate in real-money trading. A third issue is the involvement of the world's developer or maintenance staff in such transactions.

Since a developer may change the virtual world any time, ban a player, delete items, or even simply take the world down never to return, the issue of their responsibility in the case where real money investments are lost through items being lost or becoming inaccessible is significant.

Richard Bartle argued that this aspect negates the whole idea of ownership in virtual worlds, [47] and thus in the absence of real ownership no real trade may occur.

Some developers have acted deliberately to delete items that have been traded for money, as in Final Fantasy XI , where a task force was set up to delete characters involved in selling in-game currency for real-world money.

However, Second Life has shown a legal example which may indicate that the developer can be in part held responsible for such losses.

Second Life at one stage, offered and advertised the ability to "own virtual land", which was purchased for real money.

In , Marc Bragg, an attorney, was banned from Second Life ; in response he sued the developers for thereby depriving him of his land, which he — based on the developers' own statements — "owned".

The lawsuit ended with a settlement in which Bragg was re-admitted to Second Life. Episode Guide. Added to Watchlist.

Holiday Movie Stars, Then and Now. Share this Rating Title: Real Money — 7. Use the HTML below. You must be a registered user to use the IMDb rating plugin.

Episodes Seasons. Photos Add Image. Edit Cast Series cast summary: Eddie Money Self 10 episodes, Laurie Money Self 10 episodes, Jesse Money Self 9 episodes, Joe Money Self 8 episodes, Dez Money Self 7 episodes, Julian Money Genres: Reality-TV.

Edit Did You Know? Trivia Following the death of Eddie Money on September 13, , the series was permanently cancelled. Add the first question.

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Boroden is a Commodity Trading Advisor and technical analyst who has been involved in the trading industry for over 25 years. Guilfoyle earned his nickname serving as a sergeant in reserve components of the U.

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