Computer game paraphernalia market as a specific financial market
https://doi.org/10.55959/MSU0130-0105-6-60-2-2
Abstract
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.
About the Authors
A. V. GalanovaRussian Federation
Moscow
D. R. Gusakov
Russian Federation
Moscow
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Review
For citations:
Galanova A.V., Gusakov D.R. Computer game paraphernalia market as a specific financial market. Moscow University Economics Bulletin. 2025;(2):20-39. (In Russ.) https://doi.org/10.55959/MSU0130-0105-6-60-2-2