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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">msuecon</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник Московского университета. Серия 6. Экономика</journal-title><trans-title-group xml:lang="en"><trans-title>Lomonosov Economics Journal</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">0130-0105</issn><publisher><publisher-name>MSUPRESS</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.55959/MSU0130-0105-6-60-2-2</article-id><article-id custom-type="elpub" pub-id-type="custom">msuecon-1198</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ФИНАНСОВАЯ ЭКОНОМИКА</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>FINANCIAL STUDIES</subject></subj-group></article-categories><title-group><article-title>Рынок атрибутики компьютерных игр как специфический финансовый рынок</article-title><trans-title-group xml:lang="en"><trans-title>Computer game paraphernalia market as a specific financial market</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-8560-269X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Галанова</surname><given-names>А. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Galanova</surname><given-names>A. V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Галанова Александра Владимировна — к.э.н., доцент</p><p>Москва</p></bio><bio xml:lang="en"><p>Moscow</p></bio><email xlink:type="simple">agalanova@hse.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0000-6422-2364</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Гусаков</surname><given-names>Д. Р.</given-names></name><name name-style="western" xml:lang="en"><surname>Gusakov</surname><given-names>D. R.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Гусаков Дмитрий Романович — студент магистратуры</p><p>Москва</p></bio><bio xml:lang="en"><p>Moscow</p></bio><email xlink:type="simple">dmitrgusakov@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Национальный исследовательский университет «Высшая школа экономики»</institution><country>Россия</country></aff><aff xml:lang="en"><institution>HSE University</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>05</day><month>06</month><year>2025</year></pub-date><volume>60</volume><issue>2</issue><fpage>20</fpage><lpage>39</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Галанова А.В., Гусаков Д.Р., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Галанова А.В., Гусаков Д.Р.</copyright-holder><copyright-holder xml:lang="en">Galanova A.V., Gusakov D.R.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://msuecon.elpub.ru/jour/article/view/1198">https://msuecon.elpub.ru/jour/article/view/1198</self-uri><abstract><p>Развитие компьютерных онлайн-игр сопровождается созданием нового типа вещей, которыми можно обмениваться, – игровой атрибутикой, или электронными игровыми вещами. Сначала этими вещами разрешается делиться (дарить, передавать), затем обмениваться по договоренности, потом обмениваться с помощью виртуальной (игровой) валюты, которая выступает в качестве меры «стоимости» компьютерной игровой вещи, и, наконец, по мере того как виртуальная валюта начинает конвертироваться в реальные деньги, рынок игровой атрибутики приобретает существенные черты финансового рынка, доступного уже не только непосредственным игрокам, но и инвесторам. Игровая вещь по своему происхождению не является источником процентного или дивидендного дохода по типу ценной бумаги, но, поскольку ее цена определяется быстро меняющимся во времени соотношением спроса и предложения, такая вещь превращается в потенциальный источник чистого дохода для инвестора, нацеленного на получение прибыли в виде разницы в ценах игровой атрибутики. Цель настоящей статьи – рассмотреть основные особенности рынка компьютерной игровой атрибутики как рынка альтернативных финансовых инвестиций, а также обратить внимание на нюансы, которые стоит учитывать потенциальным инвесторам. Методологическую основу исследования составляют такие методы научного познания, как анализ, сравнение и синтез, а также метод конкретных ситуаций (метод кейсов, или кейс-стади) и контент-анализ. В результате исследования среди прочего делается вывод о том, что рынок атрибутики компьютерных игр развивается быстрыми темпами, имеет глобальный характер, а инвестиции в него в некоторых случаях могут выступать в качестве альтернативы инвестированию в традиционные финансовые активы.</p></abstract><trans-abstract xml:lang="en"><p>Development of PC online gaming is accompanied by creation a new type of exchangeable things – in-game paraphernalia or electronic gaming stuff. First, these things are allowed to be shared (given, transferred), then exchanged by agreement, then exchanged using virtual (gaming) currency, which acts as a measure of ‘value’ of a computer gaming thing. And, finally, as virtual currency begins to be converted into real money, the market of gaming paraphernalia acquires significant features of a financial market accessible not only to direct players, but also to investors. A gaming item by its origin is not a source of interest or dividend income by the type of securities, but since its price is determined by a rapidly changing supply and demand ratio over time, such a thing turns into a potential source of net income for an investor aimed at making profit in the form of a difference in the prices of gaming paraphernalia. The aim of this article is to examine the main characteristics of the market of computer game paraphernalia as a market for alternative financial investments, as well as to highlight the nuances that potential investors should take into account. The methodological framework of the research includes such scientific methods as analysis, comparison, and synthesis, as well as the case study method and content analysis. The study inter alia concludes that the market of PC gaming paraphernalia is developing rapidly, has a global character, and investments in it in some cases can act as an alternative to investing in traditional financial assets.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>компьютерная игра</kwd><kwd>торговая игровая платформа</kwd><kwd>Steam</kwd><kwd>игрок</kwd><kwd>игровая атрибутика</kwd><kwd>виртуальный товар</kwd><kwd>инвестиции</kwd><kwd>инвестор</kwd></kwd-group><kwd-group xml:lang="en"><kwd>computer game</kwd><kwd>trading gaming platform</kwd><kwd>Steam</kwd><kwd>gamer</kwd><kwd>game paraphernalia</kwd><kwd>virtual product</kwd><kwd>investments</kwd><kwd>investor</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Бурденко, Е. В. &amp; Щепетов, В. В. (2021). Влияние пандемии COVID-19 на мировой рынок видеоигр. 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