http://www.fool.com/News/mft/2006/mft06101634.htm wrote:
How real is the virtual world? Real enough that the IRS may want a piece of the digital action. Congressional economists are beginning to weigh the question of how to tax digital assets amassed in multiplayer online games such as World of Warcraft and Second Life, Reuters reports.
The timing couldn't be better for the Feds. Second Life, for example, has already grown its virtual economy to the equivalent of a $150 million gross domestic product. Its 800,000 or so "residents" exchange as much as $500,000 in real money daily.
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The timing couldn't be better for the Feds. Second Life, for example, has already grown its virtual economy to the equivalent of a $150 million gross domestic product. Its 800,000 or so "residents" exchange as much as $500,000 in real money daily.
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I'm only vaguely familiar with Second Life but it seems to not suffer from RMT issues the way other mmorpgs do, and may even be promotive of RMT. Games like EQ2 have RMT sanctioned servers. I can see where the IRS' eye has been caught. For games like wow or ffix though, I wonder how lawmakers will justify taxing and activity that necessarily violates the ToS or EULA.
Not being a participator in RMT I couldn't care less if they start taxing it, in fact it may even curb the chinese farmer syndrome by getting the government to look at it as an import/export scenario they would actually bother passing laws to control RMT exchanges.
This might even be motivation for the gov't to rule that game charcters and assets are property, at least in part, of the player and not solely the production company.