Gold farming is distinct from other practices in online multiplayer games, such as power leveling, as gold farming refers specifically to harvesting in-game currency, not rank or experience points. The actual labor mechanics of these practices may be similar, and those who hold employment as gold farmers may also work as power levelers.

While most game operators ban the practice of selling in-game currency for real-world cash,[1] gold farming is lucrative because it takes advantage of economic inequality and the fact much time is needed to earn in-game currency.[4] Rich players from developed countries, wishing to save many hours of playing time, are willing to pay substantial sums to gold farmers from developing countries.[5] Gold farming has also been linked to credit card fraud, with game accounts used for gold farming being paid for with stolen credit cards.[6][7]


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While in the past players used eBay and PayPal to sell each other items and gold from games like Ultima Online[10] and Lineage,[11] contemporary, commercialized gold farming may have its origins in South Korea. 2001 reports describe Korean cybercafes being converted into gold farming operations to serve domestic demand.[11] This model, with full-time gold farmers working long hours in cybercafes, was outsourced to China and initially served demand from Korean players.[5] Gold farming in China was experiencing swift growth c. 2004.[11] Cheap labor from inland provinces had washed into more cosmopolitan cities, and these real-life farmers were promptly pressed into service farming gold.[12] In 2011, The Guardian reported that prisoners in some Chinese re-education camps were forced to engage in gold farming for the benefit of prison authorities.[13]

Gold farming has also been linked to credit card fraud. According to the developers of World of Warcraft and Runescape, most gold-farming and botting accounts in those games were paid for using stolen credit card numbers. Dealing with these fraudulent accounts incurs costs for the game companies not only in terms of employee time, but also monetarily in the form of chargeback fees from credit card companies.[6][7] In addition, this large-scale fraud can risk a developer's transactions being refused by credit card companies and banks, posing an existential risk to game studios.[14][6][15]

Similar to gold farming, people may be hired to level up in-game avatars by harvesting experience points. The term elo boosting may refer to a similar activity in games that features Elo rating system or some other competitive ladder system.[17]

Another estimate, drawn from 2005/2006 data, valued the market at not less than US$200 million per year[22] and suggested that over 150,000 people were employed as gold farmers with average monthly earnings of US$145.[22] This same report estimated that 80-85% of all gold farmers were from China,[18] a fact which has led to prejudice towards Chinese players.[23] 2008 figures from China valued the Chinese trade in virtual currency at over several billion yuan, nearly US$300 million.[24]

Many game developers expressly ban gold farming in their game's EULA or terms of service.[25] In order to combat this, game developers such as Blizzard and ArenaNet are attempting to discourage third-party gold farming by implementing official real-money transaction systems within their games.[26][27] For example, in 2015, Blizzard implemented in-game items and tokens that cost players real money to purchase. These can then be auctioned off to other players for in-game currencies.[28]

Gold farming and power leveling can affect a game's economy by causing inflation.[29] They may degrade the game experience for users as was noted in a legal case against IGE.[30] It is often a source of annoyance for players who can find themselves being "spammed" by sellers via the game's messaging system.

During the crisis in Venezuela, Venezuelans became gold-farmers and could be seen playing online video games such as RuneScape to sell in-game currency or characters for real currency. In many cases, these gamers made more money than salaried workers in Venezuela even though they were earning just a few dollars per day. So many Venezuelans began this practice that it increased inflation with multiple game currencies.[32]

A business producing avatars and in-game currency in MMORPGs is sometimes labelled a game sweatshop.[49] Workers employed by these companies either collect in-game currency (known as gold farming) or generate high-level avatars (known as power leveling).[49] Such organizations are referred to as sweatshops because the gold farmers are usually paid very low wages.[29][50]

Gold farming has been discussed as a tool for socioeconomic development by the United Kingdom's Department for International Development[51] and University of Manchester professor Richard Heeks.[52] The money involved is small enough to flow easily from many first-world players but large enough to make a difference to the people doing the work. Gold farmers receive a higher percentage of sale revenue from their work than do farmers of fair trade coffee.[53]

Cory Doctorow's 2004 short story Anda's Game,[54] 2010 novel For The Win,[55] and 2014 graphic novel In Real Life[56] (based on his short story, Anda's Game, and illustrated by Jen Wang) include references to gold farming.

Alan Harris's radio play The Gold Farmer was broadcast on BBC Radio 3 as part of The Wire series on February 6, 2010.[57] It features a man who plays an online role-playing game and whose next door neighbour is a gold farmer.

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