Loyola of Los Angeles Loyola of Los Angeles
Entertainment Law Review Entertainment Law Review
Volume 36 Number 3 Article 2
Spring 2016
Online Gaming and the Pay-To-Win Problem: Legal Deterrence or Online Gaming and the Pay-To-Win Problem: Legal Deterrence or
Industry Self-Regulation? Industry Self-Regulation?
Simone Darakjian
Follow this and additional works at: https://digitalcommons.lmu.edu/elr
Part of the Entertainment, Arts, and Sports Law Commons, and the Gaming Law Commons
Recommended Citation Recommended Citation
Simone Darakjian,
Online Gaming and the Pay-To-Win Problem: Legal Deterrence or Industry Self-
Regulation?
, 36 Loy. L.A. Ent. L. Rev. 213 (2016).
Available at: https://digitalcommons.lmu.edu/elr/vol36/iss3/2
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DARAKJIAN_FINALX2 (DO NOT DELETE) 5/31/2016 12:49 PM
213
ONLINE GAMING AND THE PAY-TO-WIN
PROBLEM: LEGAL DETERRENCE OR INDUSTRY
SELF-REGULATION?
SIMONE DARAKJIAN*
Online games that started off as games of luck, skill and patience
have been transformed into pay-to-win games. Players with the deepest of
pockets, who can purchase any in-game asset that would advance their
gameplay, win. The game is no longer a game. It is being destroyed by the
exploitation of commercial opportunities and the black market sale of in-
game assets. It is turning into a business, pure and simple, and is depriving
dedicated, skillful, and patient players of their expected in-game
experience. Moreover, players are regularly discovering and exploiting
new alleys through which to engage in these Real Money Trading (RMT)
transactions to avoid any transaction costs.
A number of scholars have addressed the initial question of whether
income is generated when in-game assets or currency are acquired. This
Note addresses the more recent development of the extensive trading of
these acquired assets or currency. Specifically, this Note addresses the
consequences of large scale acquisition of in-game assets and currency as a
business, and not as the byproduct of recreational activity. In doing so, this
note addresses possible solutions through state regulation, taxation, and
industry self-regulation. As the majority of RMT transactions occur
between foreign and US players, these transactions are taxable in very
limited circumstances. Therefore, this Note concludes that the most
plausible way to deter gold farming and RMT transactions may actually be
through industry self-regulation and not through legal means.
*J.D. candidate at Loyola Law School, Los Angeles, 2017. This Note is dedicated to
Arthur Hovsepian, whose love, patience, support, and PC gaming hobby made this Note a
possibility. Thank you for being my rock for the past ten years of my life. My utmost thanks to
Professor Katherine Pratt for not only agreeing to be my faculty advisor for this Note, but also for
her unending support and guidance; to my parents for their unconditional love and support
throughout my entire life; and to Patil Derderian for her invaluable friendship.
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214 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
I. INTRODUCTION
Online gaming initially invokes images of teenage boys, ensconced in
their computer chairs, hunched over a keyboard playing games. The reality
today, however, is that the acquisition and production of saleable assets
acquired through online games has become a huge international
profitmaking activity.
1
Throughout China, workers in single rooms toil
away in a clockwork fashion reminiscent of factory workers, trying to
generate in-game currency and assets that are then sold to U.S. players.
2
This practice, known as gold farming, along with various other
services offered by Chinese workers, is destroying online games. Online
games started off as games of luck, skill, and patience. Now, they have
transformed into games akin to free-to-download iTunes or Google Play
games that drown players in in-app purchases.
3
As such, online games
have been transformed into pay-to-win games. Players with the deepest
pockets, who can afford to utilize the services of Chinese gold farmers,
purchase in-game assets to advance their gameplay. The online gaming
industry has become a business, pure and simple. The exploitation of
commercial opportunities and the black market sale of in-game assets are
depriving dedicated, skillful, and patient players of their expected in-game
experience, and destroying the gaming environment.
Many online gamers engage in a practice known as Real Money
Trading (RMT), which allows them to purchase in-game items and
currency to advance their in-game characters. Some games, such as
Second Life,
4
allow and encourage players to engage in RMT.
5
Others,
1. See Nathan Gibson, 10 of the Most Expensive Virtual Items in Video Games,
THERICHEST (Nov. 15, 2014), http://www.therichest.com/rich-list/most-popular/10-of-the-most-
expensive-virtual-items-in-video-games/?view=all [http://perma.cc/YW3D-G29B] (topping the
list was an asteroid space resort in the sci-fi MMORPG Entropia Universe, which was sold
piecemeal for a total of US $635,000).
2. See Julian Dibbell, The Life of the Chinese Gold Farmer, N.Y. TIMES (June 17, 2007),
http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html [http://perma.cc/AE95-
ELUW] (describing the typical 12-hour work shift of a Chinese gold farmer, who earns an
effective wage of about 30 cents an hour).
3. See About In-app Purchases, APPLE, http://support.apple.com/en-us/HT202023
[http://perma.cc/YKD3-MZCJ] (“In-app purchases are extra content and subscriptions that you
can buy in apps on your iOS device or computer.”); see also Buy In-app Items, GOOGLE,
http://support.google.com/googleplay/answer/1061913?hl=en [http://perma.cc/6EMS-YME9]
(“Here are some examples of in-app purchases: a sword that gives you more power in a game, a
key that unlocks more features of a free app, virtual currency that can be used for purchases.”).
4. See What Is Second Life?, SECOND LIFE, http://secondlife.com/whatis/
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such as World of Warcraft (WoW) and Diablo III,
6
consider any form of
RMT as a direct violation of their terms of service and their virtual
property rights.
7
Regardless, about 24% of players in the U.S. and
around the world still engage in unauthorized RMT on a daily basis.
8
As
such, assuming the U.S. has jurisdiction to tax parties engaging in RMT,
these income-generating transactions give way to taxable income, which
the Internal Revenue Service (IRS) has been unable to monitor or
collect.
9
Furthermore, game developers have been unable, or perhaps
unwilling, to deter these transactions themselves.
10
[http://perma.cc/J4H5-HCKM] (describing itself as “the largest-ever 3D virtual world created by
[millions of] users” where “everyone you see is a real person and every place you visit is built by
people just like you”).
5. See Brett Linden, Buying and Selling Linden Dollars, SECOND LIFE (Oct. 15, 2015,
3:38 PM) http://community.secondlife.com/t5/English-Knowledge-Base/Buying-and-selling-
Linden-dollars/ta-p/700107 [http://perma.cc/CRN4-5LHZ] (“The unit of trade in Second Life is
called the Linden dollar or L$. You can purchase Linden dollars both inworld and online . . . .”).
6. See Diablo III: Introduction, BATTLE.NET, http://us.battle.net/d3/en/game/guide/get-
started/introduction [http://perma.cc/E2K3-VU26] (“Diablo III is an action role-playing game
that takes place throughout the dark fantasy world of Sanctuary. You play a hero who engages in
fast-paced combat that tests your reflexes and rewards tactical decisions. As you slay hordes of
monsters and challenging bosses, you grow in experience and ability, learning new skills and
acquiring items of incredible power.”).
7. See Battle.net End User License Agreement, BLIZZARD (Feb. 28, 2015),
http://us.blizzard.com/en-us/company/legal/eula.html [http://perma.cc/9SLU-76K5] [hereinafter
Battle.net EULA] (“Prohibited Commercial Uses . . . [include] gathering in-game currency, items,
or resources for sale outside of Battle.net or the Game(s) . . . [and] performing in-game services,
like power-leveling, in exchange for payment outside of Battle.net or the Game(s) . . . . Blizzard
is the owner or licensee of all right, title, and interest in and to the Battle.net Client, Battle.net, the
Games, Accounts, and all of the features and components thereof. Battle.net and the Games may
contain materials licensed by third-parties to Blizzard, and these third-parties may enforce their
ownership rights against you in the event that you violate this Agreement.”).
8. See Vili Lehdonvirta & Mirko Ernkvist, Knowledge Map of the Virtual Economy:
Converting the Virtual Economy into Development Potential, INFODEV 13 (Apr. 2011),
http://www.infodev.org/infodev-files/resource/InfodevDocuments_1056.pdf
[http://perma.cc/5X8V-FRVU].
9. See Anne Livesay, Will Gold Farming Become Taxable?, IRON REALMS ENTMT,
http://www.ironrealms.com/will-gold-farming-be-taxed [http://perma.cc/6D8E-Q257].
10. See generally Thread: Why Can’t Blizzard Just Systematically Shut Down All the
Gold Selling Sites?, MMO CHAMPION, http://www.mmo-champion.com/threads/1191871-Why-
can-t-Blizzard-just-systematically-shut-down-all-the-gold-selling-sites/page3
[http://perma.cc/H9WK-KV8U] (discussing potential reasons for why Blizzard Entertainment, a
premier game developer, has not reacted toward the RMT phenomenon).
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216 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
In these virtual worlds, players are able to acquire in-game currency
and limited use in-game property.
11
Players create in-game assets by
developing in-game characters and player accounts.
12
Although RMT
seems to be an ever-growing occurrence, the IRS has yet to clearly respond
to its tax implications.
13
Game developers, while aware of the issue, do
little to hinder its occurrence.
14
Moreover, players regularly discover and
exploit new alleys to engage in RMT transactions to avoid transaction
costs, such as through the use of PayPals gifting system.
15
There have been varying proposals on how to address this gray area
of RMT in the U.S. tax code, but none provide complete solutions to the
problem.
16
Furthermore, scholars have addressed the initial question of
whether in-game assets or currency generate income at the time they are
acquired.
17
This Note addresses the more recent development of the
11. Limited in the sense that a player is only able to utilize these items within the game.
12. See, e.g., Diablo III: Introduction, supra note 6 (“As you slay hordes of monsters and
challenging bosses, you grow in experience and ability, learning new skills and acquiring items of
incredible power.”).
13. Jamie S. Switzer & Ralph V. Switzer, Taxation of Virtual World Economies: A
Review of the Current Status, 7 J. VIRTUAL WORLDS RES. 1, 1 (2014) (“[T]he Internal Revenue
Service has to date not offered any strong guidance regarding the issue [of virtual world
economies].”).
14. See Thread: Why Can’t Blizzard Just Systematically Shut Down All the Gold Selling
Sites?, supra note 10.
15. See, e.g., Josh, Warning! Do Not Sell Gold Via PayPal!, BATTLE.NET (July 21, 2012,
1:01 AM), http://us.battle.net/d3/en/forum/topic/6146725790 [http://perma.cc/BD67-32BE]
(warning players of his experience selling WoW gold using PayPal’s gifting system to avoid
transaction costs and violating Blizzard’s and PayPal’s EULA); see also Send and Transfer
Money at the Speed of Life, PAYPAL, http://www.paypal.com/us/webapps/mpp/send-money-
online [http://perma.cc/SRB5-6V7H] (“Send money to just about anyone using their PayPal email
address or mobile number and the money will go to their PayPal account.”).
16. See, e.g., U.S. GOVT ACCOUNTABILITY OFF., GAO-13-516, VIRTUAL ECONOMIES
AND CURRENCIES: ADDITIONAL IRS GUIDANCE COULD REDUCE TAX COMPLIANCE RISK 17
(2013), http://www.gao.gov/assets/660/654620.pdf [http://perma.cc/W5VU-WJJT]
(recommending that the IRS find relatively low-cost ways to provide information” to taxpayers
on the basic tax reporting requirements for virtual currencies).
17. See, e.g., Bryan T. Camp, The Play’s the Thing: A Theory of Taxing Virtual Worlds,
59 HASTINGS L.J. 1 (2007) (exploring at what point economic gain becomes taxable gain and
arguing for a “cash out” rule for determining gross income); Leandra Lederman, “Stranger Than
Fiction”: Taxing Virtual Worlds, 82 N.Y.U. L. REV. 1620 (2007) (same).
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extensive trading of these acquired assets or currency. Specifically, this
Note addresses the consequences of the large-scale acquisition of in-game
assets and currency as a business, as opposed to the byproduct of a
recreational activity.
Part II of this Note presents and explains the concept of virtual
worlds, virtual currency systems in online gaming, and RMT. Part III
discusses previously proposed taxation solutions to RMT-generated
income. Part IV presents new possible solutions to the lack of deterrence
of RMT. More specifically, the discussion breaks down three different
solutions: (1) state regulation, (2) foreign and U.S. taxation, and (3)
industry self-regulation. Part IV begins by analyzing the monitoring and
compliance issues that state regulation may face. Next, it concludes that,
because the majority of RMT transactions occur between foreign and U.S.
players, these transactions are taxable in limited circumstances. Finally,
Part V asserts that the most plausible way to deter gold farming and RMT
transactions may actually be through non-legal means: industry self-
regulation.
II. VIRTUAL WORLDS AND RMT
A. Virtual Worlds
1. MMORPGs
With its launch in 1993, Doom paved the way for our current online
personal computer (PC) gaming environment.
18
For the first time,
players were able to participate beyond just one PC by setting up Local
Area Networks (LANs) to play in multiplayer mode with their friends.
19
Multiplayer PC gaming became a huge hitpeople would gather, with
their PCs in tow, and have LAN parties.
20
Later on, with the emergence of
online games such as WoW, players were no longer required to connect to
18. See 20 Games That Changed Gaming Forever, PCWORLD (June 24, 2009),
http://www.pcworld.com/article/167229/20_games_that_changed_gaming_forever.html#slide21
[http://perma.cc/HK2A-LTJE] (“Doom was the wellspring that shaped the industry.”).
19. See How Can I Host a LAN Party?, WISEGEEK, http://www.wisegeek.com/how-can-
i-host-a-lan-party.htm [http://perma.cc/JTY9-SUVJ].
20. See id. (“Party goers are linked by a LAN, or local area network, and play the same
computer game, either cooperatively or competitively. . . . As gamers learned the fun of fragging
friends when they are within screaming distance, LAN parties became more popular.”).
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218 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
the same LAN to play in multiplayer mode.
21
These games, referred to as
Massively Multiplayer Online Role-Playing Games (MMORPGs),
22
transformed small LAN parties into realms, where hundreds of thousands
of players throughout the world are able to play and interact with one
another over the internet.
23
There are three general types of players in MMORPGs: casual
gamers, hardcore gamers, and for-profit gamers.
24
The most common type
of the three, casual gamers, play MMORPGs in their free time, taking the
time to enjoy the gameplay.
25
Hardcore gamers, on the other hand, play as
often as they can, likely for hours a day.
26
These gamers are the most
likely to do anything and everything they can to advance their position in
the game.
27
For-profit gamers treat these PC games as a business and play
them purely for profit-making purposes.
28
21. See What is World of Warcraft, BATTLE.NET, http://us.battle.net/wow/en/game/guide/
[http://perma.cc/RS69-HK45] (“World of Warcraft is an online game where players from around
the world assume the roles of heroic fantasy characters and explore a virtual world full of
mystery, magic, and endless adventure.”).
22. MMORPG, DICTIONARY.COM, http://dictionary.reference.com/browse/mmorpg
[http://perma.cc/7H4Z-FG9N] (“[M]assively multiplayer online role-playing game: any story-
driven online video game in which a player, taking on the persona of a character in a virtual or
fantasy world, interacts with a large number of other players.”).
23. See Chapter I: Getting Started, BATTLE.NET,
http://us.battle.net/wow/en/game/guide/getting-started [http://perma.cc/7A58-UHR7] (showing
that not only are players in the United States able to communicate with other U.S. players, they
are also now able to communicate with players from around the world); see also Realm,
WOWWIKI, http://wowwiki.wikia.com/wiki/Realm [http://perma.cc/JKC7-7D33] (describing
how game developers host realms on physical “servers” located across the globe (e.g., the US,
Australia, Europe, China, Brazil, and Korea)).
24. See Byron M. Huang, Walking the Thirteenth Floor: The Taxation of Virtual
Economies, 17 YALE J.L. & TECH. 224, 234 (2015).
25. See id. at 23436. The following discussion of hardcore and casual gamers differs
from Mr. Huang’s in that this Note asserts that hardcore gamers are more likely than casual
gamers to engage in RMT and purchase in-game items. Casual players play the game simply for
enjoyment sake and are not as concerned about winning compared to hardcore gamers.
Therefore, this Note assumes that because hardcore gamers are more dedicated to being the best
at the game, they are more likely than casual players to purchase in-game items to progress more
quickly in the game.
26. See id.
27. See id.
28. See id. at 235; see also, How To Make Money Selling Virtual Gold as a WoW Gold
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In MMORPGs, players create an account, usually tied to an email
address, and are then able to choose and name their character(s) as whom
they will play.
29
For example, Jane, a casual player, signs up for WoW and
selects a realm she wishes to play in based on her time zone.
30
Only
players from the same realm are able to interact with one another, so she
must make sure she is playing in the same realm as her friends.
31
She is
now able to choose her characters race and class.
32
As there are two
opposing factions, Horde and Alliance, Jane must choose a race in the
faction she wishes to join.
33
Janes friends are in the Alliance, so Jane
chooses a female Night Elfone of the Alliance racesto be able to play
with her friends as a team.
34
Next, Jane must choose a class to determine
her Night Elfs abilities.
35
Of the nine classes available to Night Elf
Farmer, MONEYPANTRY (May 25, 2015), http://moneypantry.com/make-money-selling-virtual-
gold/ [http://perma.cc/K485-585S].
29. Some players have multiple characters on an account, which requires more time and
effort, to build each character up to their full potential. Furthermore, some players have multiple
accounts, on different email addresses. See Create a Free Account, BATTLE.NET,
http://us.battle.net/account/en/creation/tos.html [http://perma.cc/S6LE-2AG7].
30. See Chapter I: Getting Started, supra note 23; see also Realm, supra note 23 (“A
realm is an instance of the World of Warcraft game. Realms are hosted on physical devices called
servers. To play, you must first choose a server (realm) to play on. You then connect to this
realm over the internet.”).
31. See Chapter I: Getting Started, supra note 23.
32. See id. Some examples of races are: Night Elf, Gnome, Human, and Dwarf. Some
examples of classes are: Warrior, Hunter, Rogue, and Warlock. Each race and class has specific
attributes. Players can decide which race and class appeals to them the most in their selection
process. For example, a priest would be an ideal character to be a healer. Healers help heal their
friends and themselves if they take damage during monster fights.
33. See What Is World of Warcraft, supra note 21; see also Races, BATTLE.NET,
http://us.battle.net/wow/en/game/race/ [http://perma.cc/R2BF-GW7G] (showing that the Horde
races tend to be “darker” creatures such as Goblins, Orcs, and the Undead).
34. Players are likely to choose a faction based on whether or not they already know other
players in that faction. As WoW and other similar games require players to form groups to
complete certain tasks, it is easier for players to go into the game knowing they already have a
group rather than hoping they are able to befriend other players in-game. See Honor_Bound, Why
Are YOU Alliance or Horde?, REDDIT,
http://www.reddit.com/r/wow/comments/2l3gnk/why_are_you_alliance_or_horde/
[http://perma.cc/BF4V-P8Q9].
35. See Chapter I: Getting Started, supra note 23.
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220 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
players, Jane chooses to be a hunter
36
and begins her adventure with low-
level weapons and armor.
Throughout the game, Jane will use her skills and abilities to perform
and complete quests to unlock even more skills and abilities.
37
Furthermore, completing these tasks will build her characters endurance.
This will allow Jane to participate in more challenging tasks that bear
higher-level prizes, such as more powerful weapons and durable armor,
otherwise known as loot.
38
The more time and effort Jane puts into the
game, the stronger and more durable her character becomes, which gives
her more chances to collect better equipment and acquire new skills.
39
Often, Jane will need to perform in-game tasks with her friends to
collect the best weapons and armor.
40
Jane and up to four of her friends
will venture into dungeons, where monsters become much more difficult to
kill than those Jane encounters during her solo quests.
41
Moreover, these
monsters drop higher quality loot.
42
To collect even better loot and level up
her character more quickly, Jane must also participate in raid groups that
consist of ten or twenty-five players depending on the difficulty of the
raid.
43
These raids, at times, take hours or even days to complete.
44
As
such, raiding in WoW also produces the best in-game items.
45
36. See Races of World of Warcraft: Night Elf, BATTLE.NET,
http://us.battle.net/wow/en/game/race/night-elf [http://perma.cc/L3Z3-QD93].
37. See Chapter II: How to Play, BATTLE.NET,
http://us.battle.net/wow/en/game/guide/how-to-play [http://perma.cc/6L4Y-KQ92].
38. See id.
39. See id.
40. See id.
41. See What Is World of Warcraft, supra note 21.
42. See id.
43. See id.
44. See Yarini, Which Raid Lasted the Longest?, REDDIT,
http://www.reddit.com/r/wow/comments/2wp5tc/which_raid_lasted_the_longest/
[http://perma.cc/MN5V-ZNWD] (compiling data on the length of time it took to complete certain
raids).
45. See What Is World of Warcraft, supra note 21.
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2. ARPGs
Unlike MMORPGs, Action Role Playing Games (ARPGs) are
usually single-player games.
46
As such, Diablo III, an ARPG, does not
have factions like WoW.
47
ARPGs ask players to choose a class, such as a
Wizard or Monk.
48
Even so, some games allow players to also form and
play in small groups.
49
For example, similar to dungeons in WoW, Diablo
III players can join up to three additional players to complete in-game
quests.
50
They can either join a Public Game with strangers or create
their own groups with people from their Friends List.
51
While in a group,
players may chat and trade items with one another.
52
Loot, which includes
both in-game items and currency, is earned by killing monsters.
53
Loot
earned while playing in groups is separated for each individual player,
possibly to prevent each player from stealing items from the other
players in the group.
54
Players are then able to trade items that their
characters perhaps cannot use, or already have, with any member of their
group.
55
46. See A Brief History of Western Action RPGs, HARDCORE GAMING 101 (May 27,
2011), http://blog.hardcoregaming101.net/2011/05/brief-history-of-western-action-rpgs.html
[http://perma.cc/J58L-WJHT].
47. See id.
48. See What is Diablo III?, BATTLE.NET, http://us.battle.net/d3/en/game/what-is
[http://perma.cc/HR67-KLHR].
49. See Playing with Friends, BATTLE.NET,
http://us.battle.net/d3/en/game/guide/gameplay/playing-with-friends [http://perma.cc/HP7G-
MF8T].
50. Id.
51. Id.
52. Id.
53. See id.
54. See id.
55. Playing With Friends, supra note 49.
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222 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
B. Virtual Currency Systems
As is evident by the above discussion, the aforementioned games
have some form of virtual currency, which in most cases is referred to as
gold.
56
Online gaming environments generally have one of three virtual
currency systems that dictate the method of exchange of that currency:
closed-flow systems, open-flow systems, and hybrid systems.
57
1. Closed-flow
In a closed-flow system, virtual currency is only exchangeable for
virtual goods and services, and vice versa.
58
Most MMORPG and ARPGs,
such as WoW and Diablo III, operate using a closed-flow system.
59
Even
so, in 2015, WoW created a quasi-closed-flow system where players are
able to purchase what is known as a WoW Token, for real money, through
the game itself.
60
They are then able to put their purchased WoW Tokens
up for sale in the in-game Auction House in exchange for gold earned by
killing monsters in-game.
61
The player who sold the WoW Token will now
have indirectly purchased gold through the game.
62
Players can then use
virtual currency to purchase weapons or repair their characters damaged
armor after a grueling battle with monsters or bosses.
63
Conversely,
56. See, e.g., What Is World of Warcraft, supra note 21.
57. U.S. GOVT ACCOUNTABILITY OFF., GAO-13-516, VIRTUAL ECONOMIES AND
CURRENCIES: ADDITIONAL IRS GUIDANCE COULD REDUCE TAX COMPLIANCE RISK 45 (May
2013), http://www.gao.gov/assets/660/654620.pdf [http://perma.cc/W5VU-WJJT].
58. Id. at 4.; Jeffrey Anand, Note, Virtual Economies Virtually Unregulated: How Clear
Taxpayer Guidance Can Mitigate Tax Compliance Risks, 43 HOFSTRA L. REV. 253, 265 (2014).
59. See Battle.net End User License Agreement, BLIZZARD (Feb. 28, 2015),
http://us.blizzard.com/en-us/company/legal/eula.html [http://perma.cc/9SLU-76K5] [hereinafter
Battle.net EULA].
60. Introducing the WoW Token, BATTLE.NET,
http://us.battle.net/wow/en/blog/18141101/introducing-the-wow-token-3-2-2015
[http://perma.cc/3AHH-J6S3].
61. Id.
62. Id.
63. Id.; see Repair, DIABLO WIKI (Aug. 24, 2013, 3:15 AM),
http://diablo.gamepedia.com/Repair [http://perma.cc/9PG7-TFQ4].
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players who purchased the WoW Token through the Auction House may
redeem it to add thirty days of free gameplay to their WoW account.
64
Although some of these games allow players to directly purchase virtual
currency through the game using real money, like WoW,
65
this currency
cannot then be sold back or sold to other players for real money without
violating the terms of service.
66
2. Open-flow
In an open-flow system, virtual currency is exchangeable for U.S.
dollars, real goods and services, and virtual goods and services.
67
While
games such as Second Life allow players to sell in-game currency for real
money through their own virtual exchange system,
68
or through third
parties such as PayPal, most MMORPGs or ARPGs do not allow such
transactions to occur.
69
3. Hybrid
Finally, in a hybrid system, real money is exchangeable for virtual
currency. Virtual currency is exchangeable for both real and virtual goods
and services, and vice versa.
70
While there is no game or RMT transaction
64. Introducing the WoW Token, supra note 60.
65. Id.; see also Melissa Loomis, Fixing the Economy: How World of Warcraft is Trying
to End Gold Farming, GAME RANT (Apr. 15, 2015), http://gamerant.com/world-of-warcraft-end-
gold-farming/ [http://perma.cc/JY8H-KV4S].
66. See Battle.net EULA, supra note 59.
67. U.S. GOVT ACCOUNTABILITY OFF., supra note 57, at 5; Anand, supra note 58, at
267.
68. See, e.g., Brett Linden, Buying and Selling Linden Dollars, SECOND LIFE (Oct. 15,
2015), http://community.secondlife.com/t5/English-Knowledge-Base/Buying-and-selling-Linden-
dollars/ta-p/700107 [http://perma.cc/UN34-GFYZ] (“The LindeX is the official virtual exchange
of Second Life run by Linden Lab where you can: [b]uy Linden dollars for the current market
rate[,] [m]ake limit buy offers at a requested exchange rate (or better)[, and] [s]ell Linden
dollars.”).
69. See Anand, supra note 58, at 265 (“Most virtual worlds are classified as closed-flow
systems.”); Battle.net EULA, supra note 59.
70. U.S. GOVT ACCOUNTABILITY OFF., supra note 57, at 4; Anand, supra note 58, at
26566.
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224 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
system that perfectly fits into this category, RMT transactions between
players and third parties such as gold farmers are likely to be the closest
example. The difference between the current RMT environment and a
hybrid virtual currency system is that players do not currently use virtual
currency to purchase real goods and services from third parties.
71
They do,
however, exchange real money for virtual currency, and both real money
and virtual currency for virtual goods, such as weapons and virtual services
such as power-leveling.
72
The following section will provide a more
precise explanation of the phenomenon.
C. RMT
Real Money Trading is a process that usually takes place between
online virtual world players and players who are dedicated gold
farmers.
73
Although in much smaller numbers, RMT may also occur
between players.
Most in-game gold farming occurs in China.
74
Chinese gold farming
companies have anywhere from ten to one-thousand employees working
twelve-hour shifts to collect gold and items to sell to Western players for
real world money.
75
Although many U.S. players also farm items and gold,
71. See SwootCandy, Gold…What To Do With It?, BATTLE.NET,
http://us.battle.net/d3/en/forum/topic/16202110050 [http://perma.cc/52G5-7EDL] (expressing
ideas for new, expensive in-game goods because gold is acquired so easily that players do not
know what to spend it on).
72. See WoW Powerleveling, PLAYERAUCTIONS, http://www.playerauctions.com/wow-
power-leveling/ [http://perma.cc/PE2D-FEUD] (providing a forum in which players can pay real
money for someone else to play their character until a desired level is reached); WoW Items,
PLAYERAUCTIONS, http://www.playerauctions.com/wow-items/ [http://perma.cc/B7LK-HLAD]
(providing a forum in which players can pay real money for another player’s virtual items).
73. See Stephen Totilo, Documentary Reaps Truth About Game’s Controversial ‘Gold
Farming’, MTV NEWS (Nov. 15, 2006), http://www.mtv.com/news/1545919/documentary-reaps-
truth-about-games-controversial-gold-farming/ [http://perma.cc/3AVW-XS4K].
74. Gold Farmer, WOWWIKI, http://wowwiki.wikia.com/wiki/Gold_farmer
[http://perma.cc/MHJ8-M4CV] (“China’s abundant labor, availability of high-speed Internet
connections and cheap computers have made it a powerhouse in collecting virtual assets for
online games, fueling the market among the 30 million or so online gamers worldwide.”); Julian
Dibbell, The Life of the Chinese Gold Farmer, N.Y. TIMES (June 17, 2007),
http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html [http://perma.cc/AE95-
ELUW] (estimating 100,000 Chinese gold farmers were employed in 2007 to produce the bulk of
all the goods in the global RMT industry).
75. Dibbell, supra note 74.
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there are currently no U.S. gold farming companies,
76
likely due to
property-related issues with virtual items and currency. There are,
however, companies based in Hong Kong with employees based at branch
offices in Europe and the U.S.
77
1. What is RMT?
Hours (or days) of raiding are not for the faint of heartnot every
player is able to expend the time and effort needed away from his or her
real-world life. As such, players attempt to obtain the best gear and loot
through less time consuming channels. RMT is a transaction in which
players use real money to purchase in-game currency and in-game items,
such as swords and armor, from other players or gold farmers.
78
As most
games operate in closed-flow economies, players turn to gold farmers to
engage in limited open-flow. These transactions are limited because RMT
only involves the trading of virtual items, currency, and services for U.S.
dollars and not for real goods and services as they would in traditional
open-flow economies.
79
While games can build RMT into their gaming environments, the
high volume of cheaper black market RMT options through Chinese gold
farmers and others makes these transactions less likely to occur or generate
76. While there are many individual players in the U.S. who do farm for gold, to the best
of this author’s research, there are no companies—incorporated or notthat employ gold farmers
operating in or from the United States. See William Alexander, How to Make Thousands of
Pounds a Month Playing Computer Games, VICE (May 8, 2013),
http://www.vice.com/en_uk/read/i-make-thousands-of-dollars-a-month-from-playing-computer-
games [http://perma.cc/83YK-9GTZ] (interviewing a 17-year-old American gold farmer who
makes $10,000 a month farming gold in RuneScape); cf. Julian Dibbell, Owned! Intellectual
Property in the Age of eBayers, Gold Farmers, and Other Enemies of the Virtual State Or, How I
Learned to Stop Worrying and Love the End-User License Agreement, in THE STATE OF PLAY:
LAW, GAMES, AND VIRTUAL WORLDS 137 (Jack M. Balkin & Beth Simone Noveck eds., 2006)
(discussing the 2002 case of Blacksnow Interactive, a now-disbanded company that was based in
California and had employed gold farmers in Tijuana).
77. See, e.g., FAQ, PLS, http://www.power-leveling-service.us/faq.html
[http://perma.cc/75SN-44LF] (“Live support is in Hong Kong, [and] the levelers are in European
and US branch offices of our company.”).
78. See Real Money Trading (RMT), SQUARE ENIX, http://support.na.square-
enix.com/faqarticle.php?id=20&kid=12802 [http://perma.cc/V6HN-J8YC].
79. See id. (“Real Money Trading (RMT) is the sale of in-game items, currency,
characters, or other data to obtain real money.”).
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226 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
large amounts of revenue.
80
Even though some games offer in-game
auction houses,
81
the items and currency for sale on third party websites are
usually cheaper.
82
Players utilize these RMT transactions to purchase in-
game currency, in-game items, power-leveling services, or even full
accounts with multiple high level characters.
83
Most game End User
License Agreements (EULAs) expressly prohibit the selling and buying of
in-game items and currency. In turn, players run the risk of being banned
from games and losing their accounts.
84
Nevertheless, players forgo using
in-game auction houses and exchange services (which are usually safer),
where purchases are likely guaranteed through the game developers.
Instead, players still choose to use these black market websites that
clearly violate game EULAs because they provide a better return.
85
a. In-game Currency
Sometimes, players are able to obtain in-game items from other
players by trading the equivalent value of in-game currency.
86
For
example, Jane might trade for a crossbow for her Hunter Night Elf in
exchange for the estimated value in gold. However, as Jane only casually
plays WoW, she does not have enough gold to trade for the crossbow.
Desperate for the shiny new crossbow, Jane turns to Chinese gold farmers
to obtain the necessary gold. These farmerseither by using hacks or
80. See, e.g., Battle.net EULA, supra note 59 (lacking an in-game RMT system).
81. See, e.g., Blizzard Entertainment, Diablo III Auction House Update, BATTLE.NET
(May 1, 2012), http://us.battle.net/d3/en/blog/5270376 [http://perma.cc/X57M-A985] (explaining
that Diablo III’s Real Money Auction House was a short lived attempt at an in-game trading
system).
82. See Veanna, How Much Gold Would You Pay for a Game Token?, BATTLE.NET (Mar.
24, 2015), http://us.battle.net/wow/en/forum/topic/16774527320 [http://perma.cc/5AJR-KHUW]
(stating that 1,000 gold in WoW would cost a player $1000); see also EPICTOON,
http://www.epictoon.com/ [https://perma.cc/36DN-PEEF] (explaining that a player is able to
purchase 50,000 WoW gold for use on a U.S. server for less than $20).
83. See WoW Accounts, PLAYERAUCTIONS, http://www.playerauctions.com/wow-
account/ [http://perma.cc/5MAC-QJ7E] (displaying various tabs labeled Gold, Accounts,
Powerleveling, Items, Guides, CD Keys).
84. See, e.g., Battle.net EULA, supra note 59.
85. See, e.g., EPICTOON, supra note 82.
86. See Trade, WOWWIKI, http://wowwiki.wikia.com/wiki/Trade [http://perma.cc/8H7Y-
QUHN?type=image].
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bots to automatically kill monsters and collect gold, or by manually
killing monsters that drop goldfarm this gold during their twelve-hour
workdays, and sell it through their third party websites.
87
Players then use
the gold they purchase from these gold farmers to purchase in-game items
that would advance their gameplay by increasing the strength and
durability of their characters.
88
Jane does a simple Google search for WoW gold and her computer
browser is suddenly inundated with hundreds of websites selling WoW in-
game currency for real U.S. dollars.
89
Jane selects a link, epictoon.com,
and goes to the website where she may then purchase gold. Jane selects her
game (WoW), the server on which she plays, and the amount of gold she
wishes to purchase.
90
Jane then purchases 1,000,000 gold for around
$400.
91
Although MMORPGs usually have different servers to cater to
players in different time zones,
92
many international players often play on
U.S. servers.
93
With over 157 million active players in the U.S., it is no
wonder many Chinese gold farmers choose to play on U.S. servers to build
their clientele.
94
Due to the constant interaction between players, these
gold farmers are able to sell directly to players in-game, as opposed to
87. See, e.g., IGE, http://www.ige.com/ [http://perma.cc/FB8Z-WLJM].
88. See What is World of Warcraft, supra note 21 (“[Y]our character progresses and gets
stronger as you gain experience, new skills, and more powerful items and equipment.”).
89. See, e.g., IGE, supra note 87; EPICTOON, supra note 82; WoW Gold,
PLAYERAUCTIONS, http://www.playerauctions.com/wow-gold/ [http://perma.cc/F7UM-DPD9].
90. See EPICTOON, supra note 82.
91. See id. This price regularly fluctuates, but remains around the $400 mark. To
generate a price, the page asks you to select a game, then a server, and then the amount of gold
you would like to purchase.
92. See Realm Status, BATTLE.NET, http://us.battle.net/wow/en/status
[http://perma.cc/5YT9-U2KF] (listing all available WoW realms).
93. See Zappera, Non-US Players Playing on US Servers, Do your Non-US Credit Cards
Work for Payment?, REDDIT (Mar. 19, 2015),
http://www.reddit.com/r/wow/comments/2zkswu/nonus_players_playing_on_us_servers_do_your
_nonus/ [http://perma.cc/BU2A-5VQH].
94. Country Ranking 2012: Active Video Game Players and Payers, STATISTA,
http://www.statista.com/statistics/195768/active-video-game-players-and-payers-in-selected-
countries/ [http://perma.cc/X7X4-KHJC?type=image].
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228 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
hoping for players to find their gold farming websites through a Google
search.
On the other hand, as ARPG players do not interact with one another
as often as they would in MMORPGs, more ARPG players seek out gold
and item farmers through online forums or dedicated gold farming websites
as opposed to seeking out these items from their fellow players.
95
Unlike
gold farmers, whose business it is to sell in-game currency, players do not
usually engage in RMT as farming currency is very time consuming and
would take away from actual gameplay.
96
Nevertheless, it is also possible
to engage in RMT on a player-to-player basis for both MMORPG and
ARPG games.
97
b. In-game Items
As discussed above, the best in-game items require much effort to
obtain.
98
As such, players like Jane might not be willing to give up the fruit
of their labor, no matter how much gold they are offered. Therefore, Jane
may also directly purchase in-game items, such as weapons and pets, from
the same companies who farm gold.
99
These items will aid her in fighting
higher- level monsters or bosses that in-turn drop better and more valuable
items.
100
Furthermore, unlike gold, players may also purchase items from
95. See, e.g., DIABLOIIIGOLD.COM, http://www.diabloiiigold.com/
[https://perma.cc/2KNZ-KU7G].
96. See Ozryk, Comment to Gold Farming?, BATTLE.NET (Feb. 9, 2016),
http://us.battle.net/wow/en/forum/topic/20742314411#1 [http://perma.cc/3EBM-NNLW] (“My
tip is to advise you not to [farm gold]. Farming gold is work, and if you’re going to work for
gold, you may as well do it at a rate that’s not a complete waste of your time. One WoW token
goes for about $37k gold. Assuming you can farm a very efficient 5k gold per hour, that’s over 7
hours to earn $20.00. That means you’re working for just over $2.85/hr. For reference, the
[2016] federal minimum wage for non-tipped workers is $7.50 [per] hour.”).
97. See WoW Gold, supra note 89.
98. See supra Part II.A.
99. See, e.g., Diablo III Items, DIABLOIIIGOLD.COM,
http://www.diabloiiigold.com/powerleveling/diablo3-items.html [http://perma.cc/2KNZ-KU7G]
(listing in-game items for sale such as Green Random Legendary Armor and a Hellfire Ring).
100. See Diablo III: Game Difficulty, BATTLE.NET,
http://us.battle.net/d3/en/game/guide/gameplay/game-difficulty [https://perma.cc/EK4V-
SANQhttps://perma.cc/EK4V-SANQhttp://perma.cc/EK4V-SANQ] (“In general, monsters in
higher difficulties . . . are tougher and their attacks are mor devastating. However, greater gold,
experience, and item rewards await you on the higher difficulties.”).
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other players who have acquired them while playing the game, as opposed
to those who deliberately farm these items. Purchasing items from players
involves a different process than purchasing through gold farming
websites, as players usually do not have their own websites through which
they can facilitate sales.
101
c. Power-Leveling
Many companies that farm gold also offer power-leveling services to
quickly level up players characters so that players may enjoy the perks
of playing the game at higher levels, without spending the necessary time
and effort to reach those higher levels.
102
Unlike in-game items or in-game
currency, players do not usually receive any form of virtual property from
these transactions.
103
Once a player pays for the power-leveling service
through a companys website, employees, similar to gold farmers, log onto
a players account and play their character for them until they reach the
players desired level.
104
For example, PLS, a power-leveling service,
charges WoW players $125.87 to level up a level 1 character to a level 100
character in six days and three hours.
105
d. Accounts
Each player in a game has his or her own account, usually linked to
his or her email address.
106
Unless a player chooses to form separate
101. Players are able to purchase items using a third party website such as PlayerAuctions
to purchase items directly from other players, as opposed to purchasing them through gold
farming websites. See WoW Items, supra note 72.
102. See, e.g., Game Powerleveling, YGS YOYO GAME STORE,
http://www.mmopowerlevel.net/powerleveling.php [http://perma.cc/JR8W-QW96]; see
Powerleveling, DIABLOIIIGOLD.COM, http://www.diabloiiigold.com/powerleveling
[http://perma.cc/S2RG-BARY]; World of Warcraft US Power Leveling, PLS,
http://www.plsgamemall.us/wow-world-of-warcraft-gold-us-powerleveling.html
[https://perma.cc/N8HD-NPFQ].
103. This depends on the arrangement between the player and the power-leveling
company. If they have agreed that the player will keep any item that the “power-leveler” picks up
from killing monsters while leveling the player’s character(s), then the transaction will also
include the gain of virtual property.
104. See, e.g., World of Warcraft US Power Leveling, supra note 102.
105. See id.
106. See Create a Free Account, supra note 29.
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230 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
accounts for each character, all of the characters are tied to a single
account. Both gold farmers and ordinary players regularly sell valuable
accounts with multiple high-level characters and rare items.
107
Much like
buying and selling items and gold, purchasing another players account can
lead to the banning of that account.
108
To the dismay of players who
purchase these accounts, developers are able to detect an account transfer
more easily than the RMT of items or gold, because other players in the
game may realize that there is a new person playing the account and report
them to the developer.
109
Therefore, these RMTs are much riskier than
other forms of RMT.
2. Forms of RMT
a. Direct from Gold Farming Websites
Gold farming websites are solely dedicated to selling gold, accounts,
and other in-game items.
110
Players pay gold farming websites directly and
farmers then trade currency or items within the game.
111
This trade is
done through the game itself.
112
Players are allowed to trade items and
currency with other players through an in-game trading system.
113
Each
gold farmer uses their own character to farm the gold and items, and trade
with customers within the game.
114
As such, gold farmers and regular
players are mostly indistinguishable in-game. Some gold farmers utilize a
107. See WoW Accounts, supra note 83.
108. See Battle.net EULA, supra note 59.
109. See, e.g., Tenfoottall, Sold Account, BATTLE.NET,
http://us.battle.net/wow/en/forum/topic/7763736517#1 [http://perma.cc/6TKG-CL8R] (asking
game developers to ban an account that was sold on Craigstlist.com).
110. See, e.g., IGE, supra note 87; PLS, http://www.plsgamemall.us/
[http://perma.cc/48NG-FV3U].
111. See World of Warcraft Gold US Delivery Method, PLS,
http://www.plsgamemall.us/wow-world-of-warcraft-gold-us-gold.html#faq1500
[http://perma.cc/R6T3-5XNW] (“Face to Face: Before you select face to face delivery method,
please confirm your character name and realm in game.”).
112. See id.
113. See Trade, supra note 86.
114. See World of Warcraft Gold US Delivery Method, supra note 111.
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bot, a third party application that allows the character to automatically
farm for gold and items with little to no effort on the part of the farmer.
115
Players may be able to detect if a player is utilizing a bot if, for example,
a player does not respond to any messages, or is continuously in the same
location, performing the same tasks over and over.
116
This too, however, is
not always a reliable way to distinguish a for-profit gold farmer from an
ordinary player because ordinary players also sometimes engage in this
activity to advance their own characters.
117
b. Forums
Because the only way to receive an item or gold is to trade in-game
with other players, much of RMT is based on trust. Players use online
forums to rate the reliability of RMT with various gold farmers and with
fellow players.
118
This provides players with a feeling of security, as for-
profit gold farmers would not risk the reputation of their gold farming
enterprises to get away with scamming a few clients out of the promised
gold or items. Once a player has found a gold farmer he or she feels
comfortable trading with, the player transfers real money funds to the gold
farmer who then gives the item or gold to the player in the game.
119
115. See Wildbomb, Possible Gold Farming Bots?, BATTLE.NET (Mar. 16, 2013),
http://us.battle.net/wow/en/forum/topic/8197762001 [http://perma.cc/D4AV-P6SU] (noticing the
same group of level 80 hunters in the same spot for twelve hours).
116. See Frejya, Comment to Possible Gold Farming Bots?, BATTLE.NET (Mar. 16,
2013), http://us.battle.net/wow/en/forum/topic/8197762001 [http://perma.cc/D4AV-P6SU]
(suggesting that someone “whisper” to a suspected bot to see if there is a human response).
117. See Emeraldreamx, Good Gold Farming Guides?, BATTLE.NET (Feb. 14, 2015),
http://us.battle.net/wow/en/forum/topic/16353325354 [https://perma.cc/Y226-PYKJ] (asking
players their opinion of the best spots for farming gold).
118. See Reputation, Feedback & Honors, PLAYERAUCTIONS,
http://www.playerauctions.com/help/reputation-feedback-honors/ [http://perma.cc/2DE4-39LV].
(explaining that players who regularly engage in RMT outside of the games are able to rate one
another and make decisions on whether or not to purchase from a player based on a players
ratings and feedback from previous RMT transactions).
119. See Making Your First Purchase, PLAYERAUCTIONS,
http://www.playerauctions.com/help/content/making-your-first-purchase/ [http://perma.cc/C5YJ-
9KMQ].
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232 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
c. Player-to-player
Many ordinary players sell their WoW accounts using websites such
as PlayerAuctions.com.
120
For example, players can purchase a level 90
Hunter Starter Account for $25, a God Account with ten level 100
characters and rare items for $15,000, or a wide variety of other accounts
available within those two price ranges.
121
3. Exploitation of PayPal
a. Gold Farmers
Aside from having their own websites dedicated to selling in-game
items and currency, many gold farmers also use PayPals gifting system.
122
Gold farmers use this system to sell gold or items and to avoid transaction
fees associated with websites like eBay that utilize PayPal to tender
payment.
123
Similar to other methods of buying and selling in-game items,
players gift money to other players or for-profit farmers.
124
Those sellers
then transfer the items to their buyers, through the in-game trading
process.
125
This process not only aids in limiting transaction costs, but also
acts as a means of tax evasion, as it reclassifies a clear sale into the transfer
of a gift.
126
120. See WoW Accounts, supra note 83.
121. See id.
122. See PayPal Fees, PAYPAL, http://www.paypal.com/webapps/mpp/paypal-fees
[http://perma.cc/869W-5JH8]; Josh, Comment to Warning! Do Not Sell Gold Via PayPal!,
BATTLE.NET (July 21, 2013, 1:01 AM), http://us.battle.net/d3/en/forum/topic/6146725790
[http://perma.cc/BD67-32BE] (warning players of his experience selling WoW gold using
PayPal’s gifting system to avoid transaction costs and violating Blizzard’s and PayPal’s EULA).
123. See, e.g., Josh, supra note 122.
124. See id.
125. See id.
126. Making the sale as a gift is evasion only if the U.S. has jurisdiction to tax the gold
farmers. This will be discussed in further detail below. See infra Part IV.B.2.
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b. Players
Like gold farmers, players who engage in buying farmed gold may be
using alternative avenues to engage in RMT transactions.
127
As the
property they are buying and selling is technically not theirs to sell, players
may be engaging in these backdoor transactions to avoid the banning or
suspension of their accounts.
128
Nevertheless, it is also likely that players
engage in high volumes of transactions to evade any form of tax
consequences that may arise from these transactions.
129
On the other hand,
many players may not even realize that these RMT transactions produce
real-world, taxable consequences. As such, any future regulatory action by
the IRS must be highly publicized, perhaps even posted on popular gaming
forums, to reach the masses and inform the ignorant of the ramifications of
their actions.
130
Since 26% of gamers in America are under the age of eighteen,
131
it is
likely that many of these players have little or no taxable income outside of
what they may be generating through RMT. Taxes on income earned from
RMT are likely to be regarded as self-employment taxes.
132
The self-
127. See, e.g., Josh, supra note 122.
128. See Battle.net EULA, supra note 59 (“C. License Limitations. . . . iii. Prohibited
Commercial Uses: Exploit, in their entirety or individual components, the Battle.net Client,
Battle.net or the Game(s) for any purpose not expressly authorized by Blizzard, including,
without limitation (i) playing the Game(s) at commercial establishments (subject to Section
1(B)(vi)(3)); (ii) gathering in-game currency, items, or resources for sale outside of Battle.net or
the Game(s); (iii) performing in-game services, like power-leveling, in exchange for payment
outside of Battle.net or the Game(s); or (iv) communicating or facilitating (by text, live audio
communications, or otherwise) any commercial advertisement, solicitation or offer through or
within Battle.net or the Game(s).”).
129. See Anand, supra note 58, at 289 (“[Internal Revenue Code section 6050W] requires
third-party payment facilitators to report the total amount of revenue received by U.S. account
holders to the IRS when they receive in excess of twenty thousand dollars in two hundred or more
transactions within a calendar year.”).
130. See id. at 255–56 (“Since levels of voluntary compliance with the [I.R.C.] are,
historically speaking, quite high, it follows that providing more information to taxpayers is likely
to lead to increased conformity.”)
131. See Video Games: The New Social Setting, ENTMT SOFTWARE ASSN,
http://www.theesa.com/wp-content/uploads/2015/04/Essential-Facts-2015-Infographic.pdf
[http://perma.cc/4KL2-STNR].
132. See I.R.C. § 1402 (2014).
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234 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
employment tax extends to all individuals who earn $400 or more a year
and engage in a trade or business.
133
If an underage or low-income
player exceeds this amount, RMT-generated revenue will be subject to a
15.3% tax rate.
134
Unfortunately, without any prior knowledge of taxation,
it is unlikely that these underage players, even if they generate $400 or
more in income, will even file a tax return.
135
III. PREVIOUSLY PROPOSED SOLUTIONS
A. Sales and Use Tax
One suggestion to address the issue of taxation on RMT is to impose
a sales or use tax on RMT transactions.
136
Applying a sales or use tax to
in-game items raises certain issues concerning basis and income
calculation.
137
If a player were to resell an item at a higher price, their basis
would be what they initially purchased the item for.
138
The problem here
lies in the basis of the original seller. It seems unfair to assume the basis in
the item for the original seller is $0, as the player likely spent much time
and effort in cultivating that item.
139
Therefore, it is equally unfair to tax
the reseller only on the difference between their purchase price and their
selling price.
140
133. See id. (supporting the notion that these high volume asset selling players would be
considered to be engaging in a trade or business because they are in the business of regularly
selling in-game assets).
134. See I.R.C. § 1401 (2014).
135. See Teens & Taxes, TEENS GUIDE TO MONEY,
http://www.teensguidetomoney.com/earning/teens--taxes/ [http://perma.cc/395W-KCGB]
(“Nobody likes to pay taxes and most teens don’t think they have to.”).
136. Jeffrey Anand, Note, Virtual Economies Virtually Unregulated: How Clear
Taxpayer Guidance Can Mitigate Tax Compliance Risks, 43 HOFSTRA L. REV. 253, 278 (2014).
137. Id.
138. Id.
139. See id.
140. Given items are not usually resold, this unfairness may not be as prominent.
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A further complication arises when the original seller uses in-game
gold which they purchased through RMT to purchase in-game items.
141
Due to the fact that neither sellers nor buyers report these purchases,
142
there is likely no record, for example, of the exact price Jane spent on
2,000,000 gold two years ago. The exact value of the in-game currency in
dollars must be known to calculate how much real world money was spent
by the original purchaser to calculate their basis in the item, and therein lies
the problem. In any case, even if there was no issue in calculating basis,
many states simply do not apply sales tax to electronically transferred
products.
143
Furthermore, we reach a problem in attempting to tax the service
aspect of RMT. This problem arises when players pay gold farmers to
power-level their accounts for them. If gold farmers are simply playing a
players character for them, they are providing a service and not a good.
Even if players were able to keep any currency or items that the gold
farmer acquires during the power-leveling session, that would still be a
byproduct of the main purpose of the power-leveling service. Simply
applying a sales and use tax on RMT will cover neither transactions
involving power-leveling, nor transactions involving the assistance of
lower level players in completing higher level quests by killing bosses or
monsters with higher difficulty levels.
B. In-game Tax Day
Another suggestion is to have an in-game tax day, meaning the IRS
would incentivize players to pay taxes by providing them with in-game
items on a specified day each year.
144
The idea behind this proposal was to
provide players with unique in-game items for complying with tax law by
reporting any earned income generated through RMT.
145
Although this
141. See Anand, supra note 136, at 273.
142. Brian E. Mennecke et al., It’s Just a Game, Or Is It? Real Money, Real Income, and
Real Taxes in Virtual Worlds, 20 COMMCNS ASSN INFO. SYSS. 134, 138 (2007) (“Currently,
few players comply by self-reporting taxable game income.”).
143. California State Board of Equalization, Publication 109, Internet Sales (2015).
144. See Anand, supra note 136, at 279. See generally Eric G. Roscoe, Taxing Virtual
Worlds: Can the IRS PWN You?, 12 PITT. J. TECH. L. & POLY 1 (2011) (proposing that virtual
worlds create an in-game IRS office and tax day).
145. See Roscoe, supra note 144, at 33.
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236 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
would incentivize tax paying, it seems counterintuitive. If the IRS is
holding rare items as a carrot for players to incentivize tax compliance,
once a majority of players comply, there will no longer be any benefit in
receiving the item because it will no longer be unique. Thus, we would
generate yet another cycle of tax evaders expecting a new carrot to begin
complying with the law again.
Instead, similar to what South Korea has imposed, it might be
beneficial to impose a fine, or even jail time on anyone engaging in
RMT.
146
The U.S. could also impose a similar penalty for failing to pay the
tax and not for RMT transactions in general. As discussed below, the U.S.
is already fining foreign banks for not providing the information of U.S.
citizens living abroad.
147
Therefore, it may be likely that the U.S. could
implement such a penalty on U.S. taxpayers failing to pay taxes for RMT
transactions.
C. Governmental Virtual Currency Exchange
A third suggestion is the formation of governmental virtual currency
exchanges.
148
A government-regulated exchange would provide players
with a secure place to exchange their virtual currency for real money in a
safe and controlled environment.
149
Here, the government would be able to
tax every currency exchange individually.
150
While this may be an
effective way to tax virtual currency income, many younger players would
be unaware of this system.
151
Even if younger players became aware or
146. Cho Mu-hyun, Korea Prohibits Trade of Online Game Items, KOREA TIMES (June
13, 2012, 5:14 PM), http://www.koreatimes.co.kr/www/news/tech/2012/06/129_112964.html
[http://perma.cc/G2SY-JFQL] (imposing a 50 million won fine for trading commercially or using
a bot).
147. Robert W. Wood, FATCA, IRS Global Tax Law, Is EverywhereEven Russia &
China, FORBES (July 1, 2014, 3:17 AM),
http://www.forbes.com/sites/robertwood/2014/07/01/fatca-is-finally-here-even-in-russia-china/
[http://perma.cc/857Y-PU52].
148. Anand, supra note 136, at 28789.
149. Id. at 288.
150. See Robert Schlimgen, Note, Virtual World, Real Taxes: A Sales and Use Tax
Adventure Through Second Life Starring Dwight Schrute, 11 MINN. J.L. SCI. & TECH. 877, 892
(2010).
151. See Teens & Taxes, TEENS GUIDE TO MONEY,
http://www.teensguidetomoney.com/earning/teens--taxes/ [http://perma.cc/395W-KCGB]
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understood how the system would function, they may encounter difficulties
participating in such a system. Most banks require teens between the ages
of thirteen and seventeen to have an adult co-owner to open a checking
account.
152
Parents may be unwilling to allow their children to bind their
checking accounts to a currency exchange service, fearing their children
would abuse the money in the account.
Moreover, this form of currency exchange system will likely only
prove useful to players of games such as Second Life, who are already
accustomed to gameplay with its own currency exchange system.
Companies based in China generate most of the income from RMT
transactions of in-game currency and items for games such as Diablo III or
WoW.
153
Furthermore, players in the U.S. are generally not in the business
of selling currency, but occasionally sell items that they farm themselves or
win during a boss fight.
154
As such, this system will likely have little to no
impact on the current tax evaders, as U.S. players do not necessarily derive
a direct and substantial financial benefit from playing these games.
IV. SOLUTIONS TO THE LACK OF DETERRENCE OF RMT
There are three possible solutions to the lack of deterrence of RMT.
First, the U.S. might attempt to regulate these transactions through
legislation. Second, the U.S. may impose a tax on RMT transactions.
Third, the U.S. may regulate RMT through the games themselves.
(“Nobody likes to pay taxes and most teens don’t think they have to.”).
152. See Chase High School Checking, CHASE, http://www.chase.com/checking/student-
checking [http://perma.cc/BM43-LGDU] (specifying the co-owners must be parents or guardians
with their own personal Chase checking accounts to which they may link the minor’s account);
Citibank Junior Account, CITIBANK, http://www.online.citibank.co.in/products-
services/banking/bank-account/junior-account.htm [http://perma.cc/3AM7-5Y3V] (requiring the
co-owner of the account to be the minor’s guardian with an existing Citibank account). But see
Wells Fargo Teen Checking, WELLS FARGO, http://www.wellsfargo.com/checking/teen/
[http://perma.cc/9QM2-QVVF] (noting the co-owner of the account has to be an adult but not
specifying whether the adult has to be the minor’s parent or guardian).
153. Sarah Jacobsson Purewal, Chinese Prisoners Allegedly Forced to Play ‘World of
Warcraft’, PCWORLD,
http://www.pcworld.com/article/228716/Chinese_Prisoners_Allegedly_Forced_to_Play_World_o
f_Warcraft.html [http://perma.cc/7NXW-XAQ2] (“[A]n estimated 80 percent of all gold farmers
are Chinese.”).
154. See, e.g., WoW Items, PLAYERAUCTIONS, http://www.playerauctions.com/wow-
items/ [https://perma.cc/2PP6-EKZF].
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238 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
A. Government Regulation
In a more drastic move than those proposed here, South Koreas
Ministry of Culture, Sports and Tourism banned not only RMT of in-game
currency and items, but also any form of hacking, botting, or gold
farming.
155
While their objective was to reduce time spent playing these
games and not to address the tax implications of RMT, South Korea seems
to be heading in the right direction.
156
The Ministry intends to enforce its
newly enacted law by imposing a whopping 50 million won ($44,000
USD) fine, and a maximum five-year prison sentence for any violation.
157
B. Taxation
1. China
With at least 100,000 full-time gold farmers,
158
China currently
imposes a 20% tax on RMT as a result of gold farming.
159
Eight of the
largest suppliers have an annual revenue of US $10 million each,
160
generating a sizeable tax revenue. Moreover, the Chinese government
itself is in the business of gold farming, as the government forces labor
camp prisoners to farm gold for the state.
161
This fact raises considerable
155. Cho Mu-hyun, Korea Prohibits Trade of Online Game Items, KOREA TIMES (June
13, 2012, 5:14 PM), http://www.koreatimes.co.kr/www/news/tech/2012/06/129_112964.html
[http://perma.cc/G2SY-JFQL]; Mike Rose, Virtual Item Trading to Be Banned in South Korea,
GAMASUTRA (June 15, 2012),
http://www.gamasutra.com/view/news/172452/Virtual_item_trading_to_be_banned_in_South_K
orea.php [http://perma.cc/2H4M-265Z]; Paul Tassi, South Korea Banning Virtual Item Trading,
Botting and Farming, FORBES (June 12, 2012, 9:52 AM),
http://www.forbes.com/sites/insertcoin/2012/06/15/south-korea-banning-virtual-item-trading-
botting-and-farming/ [http://perma.cc/77SQ-UUVL].
156. See Mu-hyun, supra note 155.
157. Rose, supra note 155; Tassi, supra note 155.
158. Virtual Sales Provide Aid to Poorer Nations, BBC (Apr. 8, 2011),
http://www.bbc.com/news/technology-13012041 [http://perma.cc/YD3L-WLCA].
159. Juliet Ye, Real Taxes for Real Money Made by Online Game Players, WALL ST. J.
(Oct. 31, 2008), http://blogs.wsj.com/chinarealtime/2008/10/31/real-taxes-for-real-money-made-
by-online-game-players/ [http://perma.cc/3NFK-BC2A].
160. Virtual Sales Provide Aid to Poorer Nations, supra note 158.
161. Laura Secorun Palet, Paid Troll, Gold Farmer, Organ Donator: Now Hiring in
China!, OZY (Sept. 4, 2015), http://www.ozy.com/acumen/paid-troll-gold-farmer-organ-donator-
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questions on whether the Chinese government is actively selling in-game
currency and items to U.S. players, and therefore generating U.S.-source
income as a result.
As another example, Australia requires taxpayers to include in their
income any money they receive from gold farming, and requires an
Australian Business Number if a taxpayer earned more than $50,000 from
gold farming in a single year.
162
2. U.S. Taxation
According to the IRS, revenue generated from internet sales is taxable
income.
163
Sellers may be liable for income tax, self-employment tax,
employment tax, or excise tax.
164
Any nonresident alien who generates
U.S.-source income above the personal exemption amount must also file a
tax return.
165
Furthermore, foreign corporations that engage in a trade or
business within the U.S. are also subject to taxation.
166
Although the U.S. formed a committee to investigate RMT and
income from gold farming, there are currently no laws regulating the
taxation of RMT.
167
I.R.C. section 63 defines taxable income as gross
income less any deductions.
168
Gross income is all income from whatever
now-hiring-in-china/40785 [http://perma.cc/87FS-EFJP].
162. Nick Miller, Virtual World: Tax Man Cometh, THE AGE (Oct. 31, 2006),
http://www.theage.com.au/news/biztech/virtual-world-tax-man-
cometh/2006/10/30/1162056925483.html [http://perma.cc/VE53-96E9].
163. Tax Laws and Issues for Online Auction Sellers, IRS (Oct. 29, 2015),
http://www.irs.gov/Businesses/Small-Businesses-&-Self-Employed/Tax-Laws-and-Issues-for-
Online-Auction-Sellers [http://perma.cc/X3HZ-U6KP].
164. Id.
165. Taxation of Nonresident Aliens, IRS (Nov. 10, 2015),
http://www.irs.gov/Individuals/International-Taxpayers/Taxation-of-Nonresident-Aliens
[http://perma.cc/4JV9-6SJX].
166. See I.R.C. § 882 (2014).
167. See U.S. GOVT ACCOUNTABILITY OFF., GAO-13-516, VIRTUAL ECONOMIES AND
CURRENCIES: ADDITIONAL IRS GUIDANCE COULD REDUCE TAX COMPLIANCE RISK (2013),
http://www.gao.gov/assets/660/654620.pdf [http://perma.cc/W5VU-WJJT]; Gold Farming, Real
World Taxation and Regulations, G2G BLOG, (Feb. 25, 2014), http://www.g2g.com/blog/gold-
farming-real-world-taxation-and-regulations/ [http://perma.cc/FT37-ST3D].
168. See I.R.C. § 63 (2014).
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240 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
source derived.
169
Although income generated through RMT would be
considered gross income under I.R.C. section 61
170
(and thus should be
reported as taxable income),
171
similar to selling items through the Amazon
Marketplace, it is very difficult to monitor.
172
a. Companies Engaged in Trade or Business in the U.S.
Non-U.S. corporations are subject to income tax when the income
generated by the corporation has some sort of a nexus within the U.S.,
173
or
when a company generates Effectively Connected Income (ECI).
174
All
U.S.-source active income earned by a non-U.S. person is treated as
effectively connected.
175
To determine whether a company has ECI, we
must first determine whether the foreign company is one that engages in a
trade or business (ETB) within the U.S.
176
As the IRS has provided little
guidance on what ETB really means,
177
it is increasingly difficult to
169. See id. § 61.
170. See id.
171. See id. § 63.
172. See Tax Consequences of Virtual World Transactions, IRS (Dec. 2, 2015),
http://www.irs.gov/Businesses/Small-Businesses-&-Self-Employed/Tax-Consequences-of-
Virtual-World-Transactions [http://perma.cc/5V8Q-LJGX].
173. I.R.C. § 882 (2014); Doing Business in the United States: A Guide to the Key Tax
Issues, PWC 1 (2014), http://www.pwc.com/us/en/tax-services/publications/assets/doing-
business-in-the-us-2014.pdf [http://perma.cc/7YT5-QGMJ].
174. I.R.C. § 882 (2014); see also Effectively Connected Income (ECI), IRS (May 14,
2015), http://www.irs.gov/Individuals/International-Taxpayers/Effectively-Connected-Income-
(ECI) [http://perma.cc/X5G3-DA6U].
175. See Doing Business in the United States, supra note 173, at 5.
176. See Effectively Connected Income (ECI), supra note 174.
177. See Kimberly S. Blanchard, Engaged in a Trade or Business (in the United States),
BLOOMBERG BNA (Feb. 25, 2011), http://www.bna.com/engaged-trade-business-n8589934981/
[http://perma.cc/LL5W-Z3J9] (“There was a time when most people had a pretty good idea of
what ETB meant it meant you produced widgets, or hung out a shingle as in the case of a
commercial bank. But now that most of the widget-producing has moved offshore and the
traditional banking business has become fractionalized, specialized, and taken private, the IRS
and the tax bar have turned their attention to nontraditional activities, trying to divine what rises
to the level of a trade or business and what does not.”).
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establish whether the actions of these Chinese gold farming companies fall
within the meaning of ETB when they engage in RMT.
Generally, in order for a business to be ETB within the U.S., it must
have a permanent location within the country where it operates and
conducts its business.
178
As it is unclear whether a company that engages
solely in e-commerce and does not have a physical location in the U.S.
would be considered ETB within the U.S., foreign companies may easily
evade taxation. Therefore, the laws need to clearly state that foreign
companies, who direct most of their sales towards and generate most of
their income from the U.S. and engage solely in e-commerce, are subject to
an income tax for income generated within the U.S. If the U.S. were able
to impose a tax on U.S.-source income of the foreign corporation, it would
tax the income at the regular U.S. corporate tax rates,
179
currently the
highest in the world at 39.1%.
180
As mentioned previously in Part II.C, Power Leveling Services
(PLS), a Hong Kong company, has offices in the U.S. and Europe where
employees power-level players characters.
181
In the case of PLS, because
the company has a permanent location within the U.S., it would be
considered ETB within the U.S. and have ECI, and therefore would be
subject to U.S. corporate income tax. Additionally, if the U.S. has
jurisdiction to tax these Chinese companies because they generate ECI,
companies will not only face U.S. corporate tax rates, but also state and
local corporate taxes.
b. U.S. Tax Treaty with China
The 1987 Tax Treaty (the Treaty) that the U.S. signed with China
undoubtedly could not have anticipated the current status of online
transactions.
182
In Article 7 of the Treaty, the U.S. and China agreed that a
178. See I.R.C. § 882 (2014); Effectively Connected Income (ECI), supra 174.
179. See I.R.C. §§ 11, 882 (2014); Doing Business in the United States, supra note 173.
180. See Kyle Pomerleau & Andrew Lundeen, The U.S. Has the Highest Corporate
Income Tax Rate in the OECD, TAX FOUND. (Jan. 27, 2014), http://taxfoundation.org/blog/us-
has-highest-corporate-income-tax-rate-oecd [http://perma.cc/FK92-VDC3].
181. See World of Warcraft US Power Leveling, PLS, http://www.power-leveling-
service.us/wow-world-of-warcraft-gold-us-powerleveling.html [http://perma.cc/VD6N-N79W].
182. See United States-The People’s Republic of China Income Tax Convention, U.S.-
China, art. 7, Jan. 1, 1987, http://www.irs.gov/pub/irs-trty/china.pdf [http://perma.cc/7QS7-
LB72].
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242 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
business would be subject to taxation only if the corporation carries on its
business through a permanent establishment situated therein.
183
With the
increasing use of online retailers, it is unlikely that the Treatys intention
was to leave out such a substantial portion of foreign income generated
within the U.S.
With most of Chinas $140 million in RMT sales directed towards the
U.S.,
184
it seems unlikely that the U.S. would deliberately give up such a
large portion of taxable foreign corporate income. As such, it would be
highly beneficial to both the U.S. and China to reaffirm the Treaty with
terms more akin to e-commerce enterprise. Similar to the revision of the
ECI requirement that a corporation who is engaged in a trade or business
within the U.S. be subject to an income tax, the Treaty must also be revised
to include language that would explicitly include e-commerce as taxable
foreign corporate income. This would prevent companies from exploiting
loopholes in a semi-archaic law. Thus, it is clear that our laws must be
brought into the twenty-first century.
Again, as with the discussion of ECI above, if Chinese companies
have U.S. locations or servers within the U.S., they would satisfy the
permanent establishment requirement of the updated Treaty and would
therefore be subject to U.S. corporate income tax.
185
c. Branch Income
If a non-U.S. corporation has a branch within the U.S., the U.S. can
impose a 30% tax on any profits that branch makes on top of the regular
corporate income tax.
186
Therefore, assuming that (a) a Chinese gold
farming company has ECI to the U.S. and (b) the company would be
183. Id.
184. See Virtual Sales Provide Aid To Poorer Nations, supra note 158 (calculating that
the largest eight Chinese suppliers of game gold have an annual turnover of about US $10 million
each, and sixty other firms each have annual revenues of about US $1 million); see also Danny
Vincent, China Used Prisoners in Lucrative Internet Gaming Work, GUARDIAN (May 25, 2011,
2:49 PM), http://www.theguardian.com/world/2011/may/25/china-prisoners-internet-gaming-
scam [http://perma.cc/Z7ZC-2TZS].
185. See United States-The People’s Republic of China Income Tax Convention, supra
note 182.
186. I.R.C. §§ 882, 884 (2014); Doing Business in the United States, supra note 173, at
56.
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subject to a corporate income tax, the U.S. can also impose a branch tax on
any offices the company may hold in the U.S.
187
If the U.S. is able to clarify and update its tax policies and regulations,
there are many opportunities for the U.S. to tax the income of U.S. players,
Chinese gold farming, and power-leveling companies not only at the
federal level, but also at the state and local levels of government.
188
Moreover, the I.R.S., aided by game developers and companies such as
PayPal and eBay, may be able to devise a system that would track black
market RMT transactions to curb them in the future.
d. Compliance
Even if the U.S. government is allowed to impose taxes on foreign
companies or on U.S. players, the main problem is compliance. Although
the U.S. and China have a tax treaty, it is unlikely (a) that Chinese
companies will follow U.S. corporate tax laws, and (b) that the Chinese
government would fine or punish Chinese companies for failing to
comply.
189
Instead of devising a tax plan that would prevent tax evasion by
foreign companies generating income in the U.S., the U.S. has been
pushing the Foreign Account Tax Compliance Act (FATCA), which
would requir[e] foreign banks to reveal American accounts holding over
$50,000 or face a 30% tax.
190
While the FATCA is very important, the
U.S. government must push a similar plan for foreign companies
generating e-commerce revenue within the U.S. and who attempt to evade
taxation.
187. I.R.C. §§ 882, 884 (2014); Doing Business in the United States, supra note 173, at
56.
188. See Charlie Kearns, New York State on Bitcoins: Transactions Are Barters for Sales
Tax Purposes; Follow Federal Guidance for State Income Taxes, SUTHERLAND (Dec. 17, 2014)
http://www.stateandlocaltax.com/policy-and-legislation/new-york-state-on-bitcoins-transactions-
are-barters-for-sales-tax-purposes-follow-federal-guidance-f/ [http://perma.cc/B7D3-LU5S]
(treating convertible virtual currency as intangible personal property, the transfer of which will be
treated as a barter transaction and will be subject to a state sales or use tax).
189. Because the Chinese government itself engages in gold farming, it is therefore
unlikely that it would be willing to comply. See Vincent, supra note 185 (forcing Chinese
inmates to farm gold during imprisonment).
190. Robert W. Wood, FATCA, IRS Global Tax Law, Is EverywhereEven in Russia &
China, FORBES (July 1, 2014, 3:17 AM),
http://www.forbes.com/sites/robertwood/2014/07/01/fatca-is-finally-here-even-in-russia-china/
[http://perma.cc/857Y-PU52].
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244 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
C. Industry Self-Regulation
Some online games, such as WoW, require players to pay monthly
subscription fees to have access to the game.
191
As discussed in the above
section on closed-flow currency systems in Part II.B, in 2015, WoW
introduced WoW Tokens in an attempt to combat gold farming.
192
Players
are now able to purchase these tokens directly from the game using real
money, which then allows them to purchase in-game currency.
193
Blizzard,
the WoW game developer, encourages players to use this exchange system,
as opposed to buying through third parties, because it is a safer and more
legitimate way to purchase items and gold.
194
Although these in-game
micro-transactions may potentially lead to the demise of gold farming,
195
third parties will undercut these transactions and continue selling gold and
items. That is, unless WoW or similar games implement prices low enough
so gold farmers no longer derive any profit. While some online games
require a monthly subscription fee,
196
other games such as Diablo III
197
do
not.
198
These free-to-play games make gameplay more accessible to
191. See World of Warcraft Subscriptions, BATTLE.NET,
http://us.battle.net/shop/en/product/world-of-warcraft-subscription [http://perma.cc/F3FT-CVAG]
(selling WoW subscriptions in 1 month, 3-month, and 6-month increments).
192. See Melissa Loomis, Fixing the Economy: How World of Warcraft is Trying to End
Gold Farming, GAME RANT (Apr. 15, 2015), http://gamerant.com/world-of-warcraft-end-gold-
farming/ [http://perma.cc/494E-LZK5].
193. See id.; see also Blizzard Entertainment, Introducing the WoW Token, BATTLE.NET
(Mar. 2, 2015), http://us.battle.net/wow/en/blog/18141101/introducing-the-wow-token-3-2-2015
[http://perma.cc/3AHH-J6S3].
194. Introducing the WoW Token, supra note 193 (“The WoW Token allows players to
exchange real money for gold in a secure and sanctioned waytogether with the ongoing efforts
of our developers, support staff, and anti-hack teams to stop the exploits these companies use and
help players who have become victims of their operations, we hope the Token can help make
World of Warcraft a safer and more enjoyable game for all of our players.”).
195. See id.; see also Loomis, supra note 192.
196. See e.g., World of Warcraft Subscriptions, supra note 191.
197. See Tjwarfle, Comment to Diablo 3...Is it A Subscription Per Month?, BATTLE.NET
(Apr. 30, 2012), http://us.battle.net/d3/en/forum/topic/4768329232 [http://perma.cc/63XW-
DKX5] (rejoicing the fact that Diablo III does not have a subscription plan and is instead
purchased for a one-time fee).
198. See MMORPG Gamelist-All MMO Games, MMORPG,
http://www.mmorpg.com/gamelist.cfm [http://perma.cc/33ZV-MBF4] (providing a list of free
DARAKJIAN_FINALX2 (DO NOT DELETE) 5/31/2016 12:49 PM
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players who are better ableor more willingto purchase items and
currency in-game, since they will not be paying for gameplay.
199
As with
subscription-based games, players initially pay to install the game onto
their PCs, along with any expansions the developers release in the future.
200
In 2012, Diablo III introduced a Real Money Auction House
(RMAH) where players could bid on other players items with real
money, similar to how eBay is run.
201
Nevertheless, due to the $250 price
cap set by the game developers, players still turned to third-party websites
or forums to sell items they believed were worth more than what they were
allowed to sell them for in the RMAH.
202
Then, in 2014, Blizzard closed
the RMAH, stating that it undermined what the developers deemed the
objective of the game: kill monsters to get cool loot.
203
Although that
may be the objective of the game according to the developers, players are
always looking for any advantage over other players to have the items
MMORPG games).
199. See Robert C. Weich III, Nintendo Mobile Games: Free to Play, but In-Game
Purchases Included Too, LATIN POST,
http://www.latinpost.com/articles/94027/20151111/nintendo-mobile-games-free-to-play-but-in-
game-purchases-included-too.htm [http://perma.cc/9MSD-JT49] (reporting that while these
games are free to download, they rely heavily on in-game purchases to provide them with
revenue).
200. Compare Diablo III Games, BATTLE.NET,
http://us.battle.net/shop/en/product/game/diablo [http://perma.cc/5E5N-JWHS] (offering the
game for a one-time purchase price), with World of Warcraft Games, BATTLE.NET,
http://us.battle.net/shop/en/product/game/wow [http://perma.cc/KC5L-6XHN] (offering the game
playable only under a subscription plan).
201. See Blizzard Entertainment, Diablo III Auction House Update, BATTLE.NET (May 1,
2012), http://us.battle.net/d3/en/blog/5270376/diablo-iii-auction-house-update-5-1-2012
[http://perma.cc/X57M-A985].
202. See Paul Tassi, Why Diablo 3’s Real Money Auction House Should Not Be Your
Summer Job, FORBES (June 13, 2012, 10:04 AM),
http://www.forbes.com/sites/insertcoin/2012/06/13/why-diablo-3s-real-money-auction-house-
should-not-be-your-summer-job-2/ [http://perma.cc/W9KC-ZZKB] (arguing that
Blizzard/Paypal’s 15% transfer fee further disincentivizes players from using the RMAH).
203. John Hight, Diablo III Auction House Update, BATTLE.NET (Sept. 17, 2013),
http://us.battle.net/d3/en/blog/10974978/ [http://perma.cc/LD2W-W9HC]; Lylirra, Diablo III
Auction House Comes to a Close, BATTLE.NET (Mar. 18, 2014),
http://us.battle.net/d3/en/blog/13354139/diablo-iii-auction-house-comes-to-a-close-3-18-2014
[http://perma.cc/B4CT-49MQ]; Lylirra, Diablo III Auction House Update FAQ, BATTLE.NET
(Mar. 13, 2014, 3:47 PM), http://us.battle.net/d3/en/forum/topic/9972208129
[http://perma.cc/YMB7-VXHR].
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246 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
necessary to fight the best monsters and to collect the best items that drop
once these monsters are defeated. Therefore, without a controlled RMAH,
players will still turn to third parties to purchase better items and more
gold.
One possible non-tax solution to the problem of gold and item
farming is to make items and gold that drop from completing tasks (e.g.,
killing monsters) bound to players, and essentially untradeable. There are
three different types of bound items: Bind on Pickup (BoP), Bind on
Equip (BoE), and Bind on Account (BoA). Items that are BoP are
bound to the character once they are picked up after being dropped from
killing a monster.
204
BoE items, on the other hand, only bind to characters
once they are worn or used by a character, such as a piece of armor or a
weapon.
205
BoA items are the least restrictive because they may be
transferred between different characters on the same account.
206
If players are unable to trade their items, the market for selling gold
and in-game items will come to a screeching halt. Although Diablo III has
attempted to implement a similar solution by binding items to players
accounts after two hours, players seem to find a way to bypass this new
restriction.
207
For example, Chinese companies now provide U.S. players
with assisted gameplay services.
208
Using a third party website, players can
pay other players to either play their character for them, or to play with
them using a higher level charactermuch like virtual mercenariesand
trade the items that drop.
209
Furthermore, players are still able to go
204. Bind on Pickup, WOWWIKI, http://wowwiki.wikia.com/wiki/Bind_on_Pickup
[http://perma.cc/M67T-JTJR].
205. Bind on Equip, WOWWIKI, http://wowwiki.wikia.com/wiki/Bind_on_Equip
[http://perma.cc/QE3A-K5B6].
206. Bind to Account, WOWWIKI, http://wowwiki.wikia.com/wiki/Bind_to_Account
[http://perma.cc/8Z95-3HYJ].
207. Playing with Friends: Trading, BATTLE.NET,
http://us.battle.net/d3/en/game/guide/gameplay/playing-with-friends#trading
[http://perma.cc/HP7G-MF8T].
208. See, e.g., AdamR1028, (S4) Demon 50+ Legendary Set Unidentified Items, T8 Rifts,
GRifts, US/SEASON 4, PLAYERAUCTIONS (Oct. 21, 2015, 10:37 AM),
http://www.playerauctions.com/offer/s4-demon-50-legendary-set-unidentified-items-t8-rifts-
grifts-us-season-4-113197065/ [http://perma.cc/ZA6F-FYW5] (offering services to handplay a
character without the use of bots or automatic programs).
209. See id.
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directly to gold farming websites and purchase gold farming services.
210
Similar to services offered by individual players, these farming websites
charge fees to farm gold while playing your character.
211
In this scenario,
players and farmers are now selling their services, similar to power-
leveling, and not in-game items or gold. Although players may still exploit
the system, many are upset that Blizzard is restricting their ability to trade
unwanted or unnecessary items with friends who would have otherwise
benefited from these items.
212
As a completely BoA system would greatly
restrict cooperative gameplay, developers would likely lose many players.
Thus, a completely BoA system would likely be more financially
detrimental to the developers than allowing players to trade and engage in
third party RMT.
Furthermore, similar to power-leveling services, assisted gameplay
raises complex issues of taxation on services. Leveling another players
character or aiding the player in completing a quest or a boss fight is a
service and not a good that can be subjected to a sales tax. Therefore, even
if a sales and use tax were to be implemented on the sale of virtual currency
and in-game items, these services would be left out of such a tax. As such,
each state would have to individually decide whether this type of service
would fall into their individual lists of taxable services. If decided in the
affirmative, states would need to then decide how they would tax such
transactions. This potentially poses a different issue altogether as the
services are being provided by foreign companies.
A final solution may be for game developers, who allow players to
trade items, to trace the movement of items known to have high real world
value. Although this may be difficult to implement, it may be helpful not
only to game developers to more easily implement their EULA and protect
their intellectual property, but also to the IRS if the game developers could
report suspicious activity, such as high volume transfers from specific
characters they can flag as gold farmers.
210. See e.g., DIABLOIIIGOLD.COM, http://www.diabloiiigold.com/
[http://perma.cc/4L4E-LNH9].
211. Id.
212. See EPICTBROWN, Bind on Account, BATTLE.NET (May 25, 2014),
http://us.battle.net/d3/en/forum/topic/12946644852#1 [http://perma.cc/PYM8-D9MS]
(complaining about BoA); AlbertE, Bind on Account Needs to Go, BATTLE.NET (Mar. 2, 2014),
http://us.battle.net/d3/en/forum/topic/11914281694 [http://perma.cc/P3LM-GF96].
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248 LOYOLA OF LOS ANGELES ENTERTAINMENT LAW REVIEW [Vol. 36:3
V. CONCLUSION
There is a moral and ethical problem with the way online games are
evolving. The world is not fair and just, but games are supposed to be.
Unfortunately, for-hire virtual mercenaries and gold farmers are making the
gaming environment like the Wild West, where those with money win. As
demonstrated in this Note, both players and gold farmers always seem to
find ways to manipulate gameplay, and the system, to profit from other
players who are willing to spend money to better their characters and
accounts with little effort.
Although difficult, and possibly intrusive, the U.S. may attempt to
regulate the ever-growing black market of RMT. Another possible
solution is to engage in drafting U.S. and U.S.-International tax legislation
that would encompass these transactions. Unfortunately, because the U.S.
does not have jurisdiction over most Chinese companies, taxation of RMT
will not deter gold farming companies from engaging in RMT, as they
would not be subject to any U.S. or U.S.-International tax legislation.
Furthermore, even those players who are taxable under U.S. jurisdiction
may still evade relevant tax laws. Thus, the IRS will likely benefit from a
partnership with high volume game developers, such as Blizzard, to
develop a system of accountability where gold and items transferred
between characters are closely monitored and reported, especially
transactions between international and U.S. players.