Law of the Game on Joystiq: MMOIRS
Each week Mark Methenitis contributes Law of the Game on Joystiq, a column on legal issues as they relate to video games:

First, I'd like to apologize to all of the aspiring beaurocrats out there. This is not an announcement post for World of Taxcraft -- I hope I haven't ruined your favorite time of the year: tax season. Yes, with April Fools' behind us there are no distractions left to cling to. We're headed into the big tax crunch and that dreaded day, April 15. So what do taxes have to do with gamers, other than the fact that we probably pay them and are either reveling in our refund or frantically finishing 1040s right now? Well, looming on the horizon is a concept that may strike fear into the hearts of Azeroth: taxing the virtual world.
The virtual taxation concept isn't a new one. I discussed it in 2005, Prof. Bryan Camp wrote about it at length in 2007, and Dan Miller and the Joint Economic Committee are working on a report on the topic right now. At this point, it seems to be more of a 'when' rather than an 'if' we will start seeing taxation applied to the virtual realm. The US government is bent on spending an almost impossible amount of money, and this is yet another way to earn some revenue. What is more curious is how exactly the idea of virtual taxation can be applied, given the methodology behind the US income tax system. Tax law can get rather complex, so this column will try to keep things as elementary as possible.
In the US, the basic theory for the IRS is that all income is taxable. Clearly, the first big questions is 'what is income?' The answer is 'pretty much everything,' even the fair market value of bartering. The most notable exception for our purposes is those items which appreciate in value. That appreciation is not income until it is realized, and the income is the amount earned over the 'basis,' which is generally the original purchase price. I know this is a little cerebral, so I'll try to illustrate it with an example.
Let's say I buy a pack of baseball cards. The pack was $2.00, and there were 20 cards in the pack, so each card was $0.10. One of those cards happened to be a rookie card for a player who goes on to the hall of fame, and the card trades on the market for $100 sometime in the future. While I hold the card, I've earned no income, but if I sell it for $110 in 2042, then my 'income' is the sale price minus the 'basis,' or $109.90 in this case. Of course, there is only income when the value goes up.
Let's take another example. Let's say I own copies of Chrono Trigger, Earthbound, and Shaq-Fu for the SNES, all of which were purchased new back at the release date for $60 plus 10% sales tax. Let's say that, despite hanging on to them for years now, I've decided to sell all three of them on eBay. Chrono Trigger sells for $100 with $10 in eBay fees, Earthbound goes for $175 with $15 in eBay fees, and Shaq-Fu sells for a whopping $1 with $0.50 in eBay fees. On the first sale, the income would likely be $24, the second would be $94, and the third would be...? Zero! Exactly. See, it's not so complicated. (I say it's a "likely" value because eBay fees should be deductable and I don't expect the basis of these items needs to be adjusted.)
So how does this apply to MMOs? This is the subject of some debate, and actually applies differently to different game models. If you play Second Life, then any business you run in the game is likely treated like a real world business. Any game costs would be costs of doing business, and any income would be reportable. As for when that income becomes reportable in the SL model, there are two schools of thought. The more common position is that income from SL is only counted once you 'cash out' Lindens for real currency. The alternative theory is that once you earn a Linden, you've earned cash (similar to the concept that once you receive a check, you've earned cash). To date, the issue hasn't been resolved.
The more complex examination is the more traditional model followed by games like World of Warcraft. Generally speaking, the cash out rule is the basis for income in those games. That is, nothing in the game is income until you 'cash out' by selling the item for real money on, for example, eBay or some such site. The simple reasoning for this is that the items, even gold, don't have any sort of easily identifiable value from an official source until they're actually sold. What simplifies the analysis is that most scholars would consider the sale of a virtual good to be the sale of a service, specifically the time taken to acquire the item in question.
It remains to be seen how the government will choose to actually address this form of income. It is possible that the sale of virtual goods will be considered the sale of goods, which could make determining basis in these items exceedingly complex (as a formula based on time and the cost of the subscription) or simple but inaccurate (setting basis at zero for all virtual items, which then ignores all functions of time and subscription cost). However, with the amounts of money that are changing hands for virtual items, I wouldn't expect the US government to take the 'don't tax the internet' position they've held on sales tax when it comes to income from virtual worlds for much longer.
Mark Methenitis is the Editor in Chief of the Law of the Game blog, which discusses legal issues in video games. Mr. Methenitis is also a licensed attorney in the state of Texas with The Vernon Law Group, PLLC and a member of the Texas Bar Assoc., American Bar Assoc., and the International Game Developers Assoc. Opinions expressed in this column are his own. Reach him at: lawofthegame [AAT] gmail [DAWT] com.
The content of this blog article is not legal advice. It only constitutes commentary on legal issues, and is for educational and informational purposes only. Reading this blog, replying to its posts, or any other interaction on this site does not create an attorney-client privilege between you and the author. The opinions expressed on this site are not the opinions of AOL LLC., Weblogs, Inc., Joystiq.com, or The Vernon Law Group, PLLC. As with any legal issue that may confront you in a particular situation, you should always consult a qualified attorney familiar with the laws in your state.

The virtual taxation concept isn't a new one. I discussed it in 2005, Prof. Bryan Camp wrote about it at length in 2007, and Dan Miller and the Joint Economic Committee are working on a report on the topic right now. At this point, it seems to be more of a 'when' rather than an 'if' we will start seeing taxation applied to the virtual realm. The US government is bent on spending an almost impossible amount of money, and this is yet another way to earn some revenue. What is more curious is how exactly the idea of virtual taxation can be applied, given the methodology behind the US income tax system. Tax law can get rather complex, so this column will try to keep things as elementary as possible.
In the US, the basic theory for the IRS is that all income is taxable. Clearly, the first big questions is 'what is income?' The answer is 'pretty much everything,' even the fair market value of bartering. The most notable exception for our purposes is those items which appreciate in value. That appreciation is not income until it is realized, and the income is the amount earned over the 'basis,' which is generally the original purchase price. I know this is a little cerebral, so I'll try to illustrate it with an example.
Let's say I buy a pack of baseball cards. The pack was $2.00, and there were 20 cards in the pack, so each card was $0.10. One of those cards happened to be a rookie card for a player who goes on to the hall of fame, and the card trades on the market for $100 sometime in the future. While I hold the card, I've earned no income, but if I sell it for $110 in 2042, then my 'income' is the sale price minus the 'basis,' or $109.90 in this case. Of course, there is only income when the value goes up.
Let's take another example. Let's say I own copies of Chrono Trigger, Earthbound, and Shaq-Fu for the SNES, all of which were purchased new back at the release date for $60 plus 10% sales tax. Let's say that, despite hanging on to them for years now, I've decided to sell all three of them on eBay. Chrono Trigger sells for $100 with $10 in eBay fees, Earthbound goes for $175 with $15 in eBay fees, and Shaq-Fu sells for a whopping $1 with $0.50 in eBay fees. On the first sale, the income would likely be $24, the second would be $94, and the third would be...? Zero! Exactly. See, it's not so complicated. (I say it's a "likely" value because eBay fees should be deductable and I don't expect the basis of these items needs to be adjusted.)
So how does this apply to MMOs? This is the subject of some debate, and actually applies differently to different game models. If you play Second Life, then any business you run in the game is likely treated like a real world business. Any game costs would be costs of doing business, and any income would be reportable. As for when that income becomes reportable in the SL model, there are two schools of thought. The more common position is that income from SL is only counted once you 'cash out' Lindens for real currency. The alternative theory is that once you earn a Linden, you've earned cash (similar to the concept that once you receive a check, you've earned cash). To date, the issue hasn't been resolved.
The more complex examination is the more traditional model followed by games like World of Warcraft. Generally speaking, the cash out rule is the basis for income in those games. That is, nothing in the game is income until you 'cash out' by selling the item for real money on, for example, eBay or some such site. The simple reasoning for this is that the items, even gold, don't have any sort of easily identifiable value from an official source until they're actually sold. What simplifies the analysis is that most scholars would consider the sale of a virtual good to be the sale of a service, specifically the time taken to acquire the item in question.
It remains to be seen how the government will choose to actually address this form of income. It is possible that the sale of virtual goods will be considered the sale of goods, which could make determining basis in these items exceedingly complex (as a formula based on time and the cost of the subscription) or simple but inaccurate (setting basis at zero for all virtual items, which then ignores all functions of time and subscription cost). However, with the amounts of money that are changing hands for virtual items, I wouldn't expect the US government to take the 'don't tax the internet' position they've held on sales tax when it comes to income from virtual worlds for much longer.
Mark Methenitis is the Editor in Chief of the Law of the Game blog, which discusses legal issues in video games. Mr. Methenitis is also a licensed attorney in the state of Texas with The Vernon Law Group, PLLC and a member of the Texas Bar Assoc., American Bar Assoc., and the International Game Developers Assoc. Opinions expressed in this column are his own. Reach him at: lawofthegame [AAT] gmail [DAWT] com.
The content of this blog article is not legal advice. It only constitutes commentary on legal issues, and is for educational and informational purposes only. Reading this blog, replying to its posts, or any other interaction on this site does not create an attorney-client privilege between you and the author. The opinions expressed on this site are not the opinions of AOL LLC., Weblogs, Inc., Joystiq.com, or The Vernon Law Group, PLLC. As with any legal issue that may confront you in a particular situation, you should always consult a qualified attorney familiar with the laws in your state.











Reader Comments (Page 1 of 1)
John McPoop @ Apr 2nd 2008 7:38PM
try being a 1099 .... I thought all the content in WoW belonged to Blizzard .. Intellectual property and what not... I used to have a buddy who played and levels up accounts only to sell them on e-bay... they were often times removed because of IP claims by Blizzard... Sad to say he had also ripped some people off by saying he had a character but he actually was selling a fake account... In such case the purchase goes directly through Pay Pal and circumvents the buyers protection offered by e-bay... Pretty sad actually and the buyer had no real claim to get his money back... Short of an exchange of bad account reviews for each other nothing was ever done... I think he got upwards of $300.00 as well... Caveat Emptor ... Buyer Beware... But it is a fascinating topic
playwhutyalike @ Apr 2nd 2008 8:53PM
I'm sure your friend is aware that he is a jackass right?
Buyer beware? Theft is theft. No matter where, or how it happens.
BananaBoat @ Apr 2nd 2008 11:35PM
Honestly, this is the end of any sanctioned real money trading. This will completely destroy the marketplace, before it even really began (I think SOE is the only company that actually facilitates it? I could be very, very wrong about that).
Honestly I say....whatever....this will only make 10 years olds cry that they can't spend daddies money on a 4 strength 4 stam leather belt...or something of that nature.
John McPoop @ Apr 3rd 2008 12:26AM
Well I agree he is a dick for doing it... I think he is a bigger dick for stealing my car and causing a 4 car pileup while he was out purchasing heroin... Shitty part is I was asleep at the time and by the time I found out it was to late to report it stolen and he said he just popped a tire until insurance called a few days later asking about an accident... Go figure, now I have about 4 lawsuits on my head because FL is a no fault state... Anyway, you should meet him he is a real nice guy.. Maybe introduce him to your sister.. He would probably manage to get her pregnant and hooked on IV drugs in less than a week... The WoW account scam was just the tip of the iceberg... If you can find him please let me know and I will do the honors of curb stomping his head like Gears Of War
playwhutyalike @ Apr 3rd 2008 8:56PM
That is so fucking shitty. You know, as Dennis Leary put it, what ever happened to smoking a joint and eating a couple twinkies before bed?
I hope that your situation turns out for the best though.
Lone Starr @ Apr 2nd 2008 7:44PM
"Tax law can get rather complex, so this column will try to keep things as elementary as possible."
You mean exactly the opposite of what any virtual tax would be?
Jerk Face @ Apr 2nd 2008 8:27PM
Excellent and engaging article. Great work!
Crono (NDF - Knight of the Old School) @ Apr 2nd 2008 9:18PM
How exactly are they going to justify taxing, in real dollars, items received in game that are NEVER cashed out for real dollars. This is about WoW specifically.
The economies of games shift faster than the real world economy. All items in WoW depreciate in value because the amount of gold in wow is constantly increasing, and never being removed except when things are puchased from vendors (but honestly, how much gold is taken out vs added in from loot and quests).
And finally: Taxes suck. That is all.
JuAn CaRlos @ Apr 2nd 2008 10:48PM
I believe that taxing any thing virtual will hurt the internet and gaming at large. It might do more harm to our economy then good. More over add another layer of complexity for the game industry, which may cause more game companies to go over seas.
Thank you politicians...
Arnie @ Apr 3rd 2008 12:03AM
I dont understand the fact that how can anyone tax something which I am obviously not going to get any monetary value in real life. I cant sell my gold cause it's against Blizzard policies. I am not gaining anything except entertainment on a product for which both Blizzard and I pay my taxes,so how the fuck can they tax me on it. I can understand something like Second Life which is actually tied to the real life pretty closely but wtf is up with MMORPGs like WoW and GW being taxed. I totally fail to see the logic behind this.
John McPoop @ Apr 3rd 2008 12:28AM
The thing is people do sell these accounts.. even though it violates the IP rights of blizzard... Go on e-bay and see for yourself
Arnie @ Apr 3rd 2008 12:52AM
I am sorry I dont agree to that just because its happening they should try and tax it. Heck, then drugs(the illegal kind) & prostitution should also be taxed somehow.
It just doesn't make any sense to me. I am not gaining any monetary value out of playing something like WoW. It is purely for entertainment and socializing. I cannot see the logic of taxing virtual money in a MMORPG. Heck I can understand if the Tauren council started imposing a tax on using the lifts into ThunderHead Bluff but the government doing that? just boggles my mind!!
h3rb1 @ Apr 3rd 2008 2:17AM
This is great news, I never played WoW since you have to pay a monthly fee, now after I make an account I can use the in-game items to pay for my subscription.
In-fact I could use those virtual goods and items to pay my loans, mortgage, medical bills ..etc the possibilities are endless.
If I'm taxed real money, then those items have real monetary value and are legal tender!
Now that I think about it, I can use that virtual gold to pay for the tax.
What you mean I can't do that?
Mark Methenitis @ Apr 3rd 2008 11:29AM
I think many of you are missing the point: WoW type items would not be taxed until sold, or 'cashed out.' If you never sell an item for real currency, you will never be taxed on it.