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Home » Games News » Should perhaps deserve as much attention as other real-virtual Cabal Alz transactions.

The market is far smaller than RMT. But the notion that people are willingly investing US dollars in knowledge and skills that are useful solely within one virtual environment, should perhaps deserve as much attention as other real-virtual Cabal Alz transactions.
Rather than buying gold (in-game currency), players buy the knowledge of how to make gold themselves.
The market isn't restricted to gold. Guides to power-leveling (advancing a character through the first part of the game as fast as possible) are also popular: Rather than pay someone else to level a player's character, players can buy a guide containing instructions optimized for rapid leveling.
This article explains Learn2Play, and explores some of the history and trends in this "market". It focuses specifically on World of Warcraft, in English, which is sufficiently popular to create a tangible commercial Learn2Play market. It draws on my own experience from selling these guides.
Superficial analysis suggests the World of Warcraft Learn2Play market is valued at over $3 million revenue per year. In spite of WoW being an online experience, revenue from physical book sales may still exceed revenue from the virtual equivalent.


 

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