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I argue that the object of RMT is neither the item itself nor the right to use the item, but rather something entirely distinct one - 'play values', and the monetary compensation is a 'gwonri-geum' (goodwill) payment.
I concludes that, pointing out many publishers do not care worldedition gold to correct structural issues in their games which lead to RMT, as RMT indirectly increases their revenue, doing away with nominal bans on RMT and restructuring in-game social platform fairly can alleviate the problems recognized in South Korea.
This analysis makes an analogy between the transfer of goodwill and RMT, where the transfer is not a purchase of an item or the right to use, but rather a payment for the effort the other party has invested in obtaining the item.
On this analysis, RMT does not concern the operator any more than sales of goodwill concern the lesser of a business property.
The core features of Project S are its diversified moving methods, exciting and intense fighting, three-kingdom heroes, hundreds of transformers or summoned gods from Taoism and Tantrism, monster transforming system, 3-stage spirit evolving system and etc.
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