In this work we examine how quality of service (QoS) can be achieved in a real network by allowing packets to coordinate using fiat money in a market economy for router queue positions. In this context we implement and evaluate the PacketEconomy mechanism in the discrete-event simulator OMNET++, using the standard INET library for simulating Internet Protocol version 6 networks and evaluate throughput, end-to-end delay, and packet drop rates. Additionally, we examine whether the flows have a game-theoretic incentive to participate in the market economy, while covering both Transmission Control Protocol-and User Datagram Protocol-based flows in multiple different cases. The mechanism achieves QoS by allowing packets with different QoS requirements waiting to be served in router queues to mutually trade positions by exchanging money. Notably, each flow can independently and selfishly define the ask and bid prices of its packets. In this manner, packets can coordinate to be able to self-regulate their packet-specific access to shared network resources. The results are promising and show that the innovative PacketEconomy mechanism provides robust, effective, and fine-grained QoS while maintaining end-user control for both rate-and window-based flows. KEYWORDS game theory, networks, OMNET++, quality of service, simulation 1 Int J Commun Syst. 2017;30:e3252.wileyonlinelibrary.com/journal/dac