
In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale there is a virtual economy, simple or complex. This BIT explains that the objectives of virtual economies -- providing content, attracting and retaining users, and earning revenues -- are often best pursued in unfree (that is, regulated) rather than free markets.Purchasers of this MIT Press BIT will also receive a discount code (good on the MIT Press website only) for 40% off the price of the book Virtual Economies, from which this BIT is excerpted. Please email mitbits@mit.edu with your order number to receive your discount code.