Note: This column represents the opinions
of the writer and as such, is not purported as fact
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For a long time one of the "big things" in the computer industry was "virtual reality".
Thousands of programmers poured millions of hours into creating the illusion of
reality, often using little more than some software and a pair of 3D displays
built into a headset.
Although a small number of companies are making a buck out of the VR industry,
much of the hype seems to have subsided and a level of rationality has returned
to this segment of the IT world.
But a new kind of virtual reality seems to be enjoying a surge in popularity
right now, perhaps mostly because it offers the chance for regular folks (even
those who can't write a byte of code) to make some real money.
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I'm talking about the massive virtual worlds created online by a legion
of players and traders right across the globe.
Although these worlds exist solely in the ether that makes up the Net, people
are trading for assets, opportunities and services within these virtual worlds
using real dollars.
For example, one report recently published reveals that the economy of a
relatively small virtual world known as "Second Life" has reached a turnover of around US$2
million per month -- which is about the same as Tuvalu.
Even more astounding is that there are around 100 people who are working at and
being paid for full-time at jobs that exist solely in this virtual world.
This whole virtual-world reality was highlighted last week when a guy called
Jon Jacobs paid a cool US$100,000 to buy a space station. Now that might sound
like a pretty good deal in "the real world (tm)" but Jacobs wasn't buying
in the real world. His $100K simply bought him an asset in the virtual world of
Project Entropia.
Whereas Second Life has just 60,000 residents, Project Entropia has already attracted
over 300,000 folks who are interested in living, trading and profiting from a
virtual world.
The worrying thing for bureaucrats and tax-men around the (real) world must be
that people involved in such things could be making a very good amount of money
which, until it's withdrawn into real-world money, is probably not taxable.
What can the IRD do, for example, if some bright Kiwi sets up a business in
one of these virtual worlds and accumulates millions of virtual dollars?
The fact is that this person would have become rich, very, very rich. However,
while the money remains in the virtual world -- it's presently untouchable
by the taxman. Only when it's converted back into real-world dollars will their
be any trace or chance for the IRD to get their hands on a share of it.
I'm sure this will be annoying the snot out of people like Cullen and his counterparts
in other governments -- perhaps to the extent that they will legislate that
the operators of all virtual communities must also tax all virtual earnings and pay
that money (in real dollars) to the various tax collectors from the countries involved.
If this doesn't happen, there's a very real chance that an underground
economy will result from such virtual worlds. Eventually, some individuals or
companies will start offering real-world goods and services in return for
virtual-world dollars. That would really screw that taxman!
So, given that the amounts of money that's changing hands and being accumulated
is already getting well into the millions of dollars, how should we address
the tax issue?
Will the IRD be posting a "Gamers wanted" add in the Situations Vacant section
of the paper in the near future perhaps?
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