“…purchasing of in-game currency using real-world currency, or vise-versa, has formed the basis for research interest from industry and academia, for the latter notably from the perspective of behavioral economics and sociology. This partly because of the sheer size of these virtual markets, the unique challenges imposed by virtual property rights [7,9,22], social and societal aspects [16] even subversive criminal activity within these worlds, notably gold farming [1,19,25]. However, perhaps more importantly because MMOGs form semi-controlled/contained environments for economic and behavioral research [24,26,43,65].…”