• Title/Summary/Keyword: real money trade

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An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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Impact of Exchange Rate Volatility on Trade Balance in Malaysia

  • AZAM, Abdul Hafizh Mohd;ZAINUDDIN, Muhamad Rias K.V.;ABEDIN, Nur Fadhlina Zainal;RUSLI, Nurhanani Aflizan Mohamad
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.10
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    • pp.49-59
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    • 2022
  • This paper examined the impact of real exchange rate volatility on trade balance in Malaysia by using quarterly data from year 2000 until 2019. Generalized Autoregressive Heteroscedasticity (GARCH) model was used to extract the volatility component of real exchange rate before examining its impact on trade balance. Furthermore, Autoregressive Distributed Lag (ARDL) model was used to investigate the long-run relationship and short-run dynamic between trade balance, money supply, national income and volatility of exchange rate. Empirical results show the existence of co-movement between variables under study in the long-run. However, the results also suggest that volatility of real exchange rate does not significantly affect trade balance neither in the long-run nor short-run. The risk which is associated in the movement of exchange rate do not influence trader's behaviour toward Malaysia exports and imports. Thus, it should be note that any depreciation or appreciation in Malaysian Ringgit do not have an impact towards trade balance either it is being further improved or deteriorates. Hence, exchange rate volatility may not be too concern for policymakers. This may be partially due to manage floating exchange rate regime that has been adopted by Malaysia eventually eliminated the element of risk in the currency market.

A study of RMT buyer detection for the collapse of GFG in MMORPG (MMORPG에서 GFG 쇠퇴를 위한 현금거래 구매자 탐지 방안에 관한 연구)

  • Kang, Sung Wook;Lee, Jin;Lee, Jaehyuk;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.4
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    • pp.849-861
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    • 2015
  • As the rise in popularity of online games, the users start exchanging rare items for real money. As RMT (Real Money Trade) is prevalent, GFG (Gold Farming Group) who abuse RMT shows up. GFG causes social problems such as identity theft, privacy leaks. Because they needs many bot characters to gather game items. In addition, GFG induce RMT that makes in-game problems such as a destroying game economy, account hacking. Therefore, It is very important work to collapse GFG at the perspective of social and in-game. In this paper, we proposed a fundamental method for detecting RMT buyers for the collapse of GFG at the perspective of buyer by Law of Demand and Supply. We found two type of RMT by analyzing actual game data and detected RMT buyers with high recall ratio of 98% by ruled-based detection.

Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007 (게임산업진흥법상 환전업금지 조항의 의의와 해석)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.61-72
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    • 2007
  • Prohibition Clauses of Business of Money Changing(${\S}32(1)7$) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.

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A study on the types of real money trade of game items and limited point of MMORPG (MMORPG의 게임 아이템 현금거래 유형과 한계점 연구)

  • Lim, Ha-Na
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.33-41
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    • 2009
  • In this paper we tried to figure out the types of real money trade of game items, and in order to study it we examined the Leveling System of MMORPG which is a perfect competitive market and how the closed structure of the game economy emits real money trade. The over production of the MMORPG's leveling system which is a perfect competitive market increases the amount of currency in circulation and then induces arbitrage due to mudfalation inside the game. In order to improve this problem, there are three methods of resolutions. The first is stabling the game economy by spontaneous order among the game users, but this is much local than the artificial order which takes a long time and evokes discrepance in MMORPG competitive characteristic. Secondly, legislational regulations from the government could improve the problem, but this method doesn't grant information or services as non-material labor in which it couldn't follow up the developing speed of the game market. Finally, delicate modulation among game items by the designer isn't possible to constrain them, and there is a limited reason that it couldn't control the increase of currency which is the main factor of arbitrage.

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Output and Real Exchange Rate in Developing Countries: Evidence from China

  • Huan, Xingang;He, Yugang
    • The Journal of Industrial Distribution & Business
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    • v.8 no.5
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    • pp.7-13
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    • 2017
  • Purpose - The purpose of this paper is to analyze the relationship between the real exchange rate and the output, which is based on the macroeconomic equilibrium theory in China. Its aim will be to verify whether the change in the real exchange rate has a significant effect on the output or not. Research design, data, and methodology - This study endeavors tries to investigate the correlation among economic variables under the macroeconomic market (the commodity market and the money market) equilibrium. So, time-series data from 1990 to 2016 is applied to establish a vector auto-regression (VAR) model so as to perform an empirical analysis. Results - The empirical results reveal that an increase in the real exchange rate will result in an increase in the output in the short run. However, the empirical results also indicate that this kind of mechanism cannot work in the long run. Conclusions - The effect of a decrease of real exchange rate on output is significant in the short run. Also, this paper suggests that the total supply and the total demand can promote economic growth. The fiscal and money policy play a significant role in economic growth in China as well.

A Study on the Regulation of Real Money Trade in On-line Game (온라인게임 아이템거래 규제 타당성에 관한 연구 - 시장실패 이론을 중심으로 -)

  • Choi, Seong-Rak
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.41-52
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    • 2007
  • Presently, the online game industry of Korea are growing up fastly. The growth of online game give rise to the new problem of regulation on Real Money Trade(RMT). This article analyzed the market failure of RMT, and showed whether or not the government regulate RMT. The results showed that the RMT has efficiency in monopoly and external economie, and inefficiency in external diseconomies and uncertainty. But, the inefficiency in external diseconomie and uncertainty is based on the regulation of RMT by the game company. So, it is necessary for government to deregulate the RMT for curing the inefficiency of RMT.

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The Evolving Role of Mileage in e-Business: Private e-Money Perspective (e-비즈니스에서 마일리지의 새로운 역할 : 사적 전자화폐 관점)

  • Park, Seung-Bong;Han, Jae-Min
    • The Journal of Information Systems
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    • v.13 no.2
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    • pp.119-134
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    • 2004
  • This research investigates the rising new role of mileage system as private e-money in a exploratory study. The key research questions are "How does mileage system evolve with expansion of e-business and what are the cases for real experiences in 'money-like' mileage and their implications?" This research focuses on the proposition that mileage points created in commercial transactions as a royalty program are observed to serve a new role as payment tool. In an attempt to identify factors that determine mileage system as private money, we employ three factors: confidence, transaction cost, and monetary freedom. Also, this research proposes a direction for further research and follow-up studies to establish legal and institutional issues and the relevant architecture, all of which are essential elements to make the mileage points global money with a certain trade ratio in the near future.

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The Evolving Role of Mileage in e-Business: Private e-Money Perspective (e-비즈니스에서 마일리지의 새로운 역할: 사적 전자화폐 관점)

  • Park Seung-bong;Han Jae-min
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.11a
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    • pp.444-453
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    • 2004
  • This research investigates the rising new role of mileage system as private e-money in a exploratory study. The key research questions are 'How does mileage system evolve with expansion of e-business and what are the cases for real experiences in 'money-like' mileage and their implications?' This research focuses on the proposition that mileage points created in commercial transactions as a royalty program are observed to serve a new role as payment tool. In an attempt to identify factors that determine mileage system as private money, we employ three factors: confidence, transaction cost, and monetary freedom. Also, this research proposes a direction for further research and follow-up studies to establish legal and institutional issues and the relevant architecture, all of which are essential elements to make the mileage points global money with a certain trade ratio in the near future.

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Investigating the Interaction Between Terms of Trade and Domestic Economy: In the Case of the Korean Economy

  • Han, Yongseung;Kim, Myeong Hwan;Nam, Eun-Young
    • Journal of Korea Trade
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    • v.25 no.1
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    • pp.34-46
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    • 2021
  • Purpose - This paper aims to analyze the impact of the terms of trade, export price, and import price on the Korean economy (that is, real GDP, CPI, money market rate, and real effective exchange rate), and vice versa in the simple vector autoregression. Design/methodology - We impose two assumptions, i.e., diagonality and bloc exogeneity, to correctly identify the impact of a factor to the others in the structural equation. With two contemporaneous assumptions in the structural VAR, this paper investigates the impacts of the terms of trade on the Korean economy and vice versa. Findings - Impulse responses to the shocks in the terms of trade and Korean economy show that 1) an impact of the terms of trade on the economy is different in export prices and in import prices. A higher export price is beneficial to the economy while a higher import price hurts the economy, and 2) an increase in real effective exchange rate and in interest rate constrains domestic production and lowers consumer prices. Originality/value - Unlike the conventional perception that a depreciation of a currency would promote exports and domestic production at the price of inflation, our result shows the opposite, and 3) real GDP and consumer prices are positively correlated. That is, an increase in real GDP does not only cause inflation, but an increase in consumer prices also promote domestic production. Yet, the only difference is that export prices and import prices end up higher with an increase in real GDP, but lower with inflation.