coupled with the exhaustive digital
footprints of their activity potentially
provides a unique window into understanding how clandestine networks
operate in other contexts.
WHAT IS GOLD FARMING?
While playing alone or with other
players, MMOG players accumulate experience, armor, spells, and weapons
to improve their power against computer non-player characters (NPCs). The
virtual goods and in-game currency
players acquire make their characters
more powerful, and the acquisition of
these items is one of the major goals
of play. Virtual goods like in-game currency, scarce commodities, and powerful weapons require substantial investments of time to accumulate. However,
these can also be obtained from other
players within the game through trade
and exchange.
“Gold farming” and “real money
trading” refer to practices that involve
the sale of virtual in-game resources
for real-world money via exchanges
outside of the game. The name stems
from a variety of repetitive routines
(“farming”), which are employed to
accumulate virtual wealth (“gold”),
which is sold to other players who lack
the time or desire to accumulate their
own in-game capital [ 3]. By repeatedly
killing NPCs and looting the currency
they carry, farmers accumulate currency, experience, or other forms of virtual
capital that they exchange with other
players for real money via transactions
outside of the game. Other types of activities also fall under the banner of
“real money trade”; players can sell rare
weapons, armor, and spells within the
game for offline money and accounts
with elite characters have been known
to sell for thousands of dollars.
Gold buyers then consume the gold
they purchased in the game to obtain
more powerful weapons, armor, and
abilities for their avatars. This, in turn,
accelerates players to higher levels and
allows them to explore larger parts of
the game world, confront more interesting and challenging enemies, and
increase their social standing without
having to invest much time in the tedious parts of completing quests and
killing monsters for money and items.
“Gold farming has
been constructed
as a deviant activity
by both the game
developers as
well as the player
communities.”
Gold farming and real money trade
operations originated in the first massively multiplayer online role-playing
game, Ultima Online, in 1997. The
practice grew rapidly with the parallel
development of an e-commerce infrastructure in the late 1990s and the introduction of MMOGs into East Asian
markets. Gold farming operations now
appear to be concentrated in China
where the combination of high-speed
Internet penetration and low labor
costs has facilitated the development
of the trade.
Although outwardly innocuous,
gold farming has been constructed
as a deviant activity by both the game
developers as well as the player com-
munities for a variety of reasons. First,
in-game economies are designed with
carefully calibrated activities and
products that serve as sinks to remove
money from circulation. The injection
of farmed gold into the game economy
creates inflationary pressure, unin-
tended arbitrage opportunities, and
other perverse incentives that under-
mine the stability of the game econo-
my. Second, farmers’ activities often
overtly affect other players’ experienc-
es, for instance taking over profitable
regions of the game and preventing
other players from completing quests.
Farmers also employ anti-social com-
puter scripts (“bots”) to automate the
farming process that results in the un-
canny experience of zones filled with
players but bereft of social interac-
tions. Third, the game developers are
risk-averse to the legal implications of
sanctioning a multinational industry
estimated to generate between $100
million and $1 billion in revenue annu-
ally [ 4] while lacking legal jurisdiction,
precedent, or regulation.
HOW DO GOLD FARMERS BEHAVE?
Our initial work approached gold farming as a binary classification problem:
you are either a gold farmer or you are
not. What behavioral attributes influenced whether or not accounts and
their characters were identified as gold
farmers? First, a training set of known
farmers caught by human players and
customer service representatives from
Sony Online Entertainment (SOE) gave
us our reference set. Then, using deductive approaches like logistic regression
as well as inductive machine learning
techniques, we examined an anony-mized database constructed from both
surveys and behavior data collected
by the game maker. By combining
self-reported demographics (like age,
language, and gender) with gold farming behavior (like time played, money
earned, NPCs killed), latent behavioral
proxies (like quests completed, recipes
learned, deaths), and behavioral patterns (like successive NPC kills), we
classified players based on their likelihood of matching “caught” farmer’s
patterns [ 5].
As expected, some variables such
as speaking Chinese, playing for long
periods of time, using recently established accounts, dying repeatedly, and
avoiding quests greatly increased the
odds of being identified as a gold farmer. This meshed well with journalistic
and community accounts of gold farm-