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    In a real world, when you become an owner of some kind of commodity, you could expect that this thing will either raise or depreciate its value in years. For example, if you buy the autographed t-shirt of some singer you could resale it at 10 times higher price after a while, if the object of your admiration becomes a superstar of course, and if not, you could sell your merch for $1 at a garage sale. In a world of virtual items, the market condition is far from that conditional freedom. Only 6% of gamers can buy, sell or

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