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11/06/2009

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pokeman cards, pogs, baseball cards, products, services...
everything is a currency...
even information.
One person wants something, another is willing to trade.

As I've said before, real currency is just as fictional as virtual currency.

The only difference (and this will never change) is that REAL currencies are accepted by REAL entities. REAL stores, REAL restaurants, REAL repairmen.. they take REAL dolla dolla bills y'all....
but next time my plumber comes over, I'm gonna offer him Linden dollars and see if he takes em.

It used to be possible to buy real actual physical graphics cards from OnRez (or maybe it was still SL Boutique at the time). In any case, I'm pretty sure you could pay for the graphics card using Linden dollars.

People like to invoke Neal Stephenson's "Snow Crash" when talking about virtual worlds... but I turn to his "Baroque Cycle", wherein I learned that 'currency' as a word for money is based on 'currency' to describe how up-to-date -- i.e., current -- your information is about what can be purchased with a given amount. In the time of Newton, the currency of your information could be measured in miles per day; now, it's measured in kbps, but the concept remains. Exchange rates between monetary systems -- whether maintained by sovereign governments or private corporations (see also: scrip*) -- still have the worth of a commodity as their grounding principle. It could be a unit mass of gold, a barrel of oil, or 512 virtualized 'square meters' of land in Second Life.

The point is: a medium of exchange is a medium of exchange. The only difference is (as Doubledown posted) the acceptance of a particular medium.

I pay all my bills online, using funds directly deposited to my bank from my employers, and I use a debit card for other purchases. No physical money is exchanged, whether it be paper, coins, or drops of crude oil. One could say I have earned 'game points' for satisfying the demands of employment, which I can then use to obtain real goods with "a few clicks and automatic deductions".

There are also people who are able to reap a virtual-world profit and purchase real-world goods and services with it. It takes an extra step to convert to a more widely accepted medium of exchange; not much difficulty there. In that indirect sense, your question is already answered in the affirmative.

However -- virtual worlds and games are owned and operated by businesses, not sovereign governments. They can fail (yes, governments can fail, too -- look at Zimbabwe -- just not as easily). *Direct* acceptance of their scrip as payment for real-world goods and services, without that intermediate conversion step, can only be an individual decision made by each provider. I don't see it becoming widespread.

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* http://en.wikipedia.org/wiki/Scrip

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