Massively Multiplayer Online Economic Games involving the creation and trade of virtual goods are rapidly gaining in popularity. Although most individuals participate for their own social or entertainment purposes, a substantial number of participants rely on the sale of virtual goods as an important source of real wealth. To date, these economic returns have largely escaped taxation due to the lack of a well‐developed body of tax law in this area. This paper examines whether and when taxes should be assessed on virtual world income. We conclude that an in‐game sale of a virtual asset constitutes an income realization event for federal income tax purposes. In contrast to prior research, we also suggest that members be allowed to defer recognizing their virtual earnings until they are converted into real world currency.
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1 December 2008
Research Article|
January 01 2008
Taxation Policy in Virtual Worlds: Issues Raised by Second Life and Other Unstructured Games Available to Purchase
William D. Terando, Assistant Professor;
William D. Terando, Assistant Professor
Iowa State University.
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Brian E. Mennecke, Associate Professor;
Brian E. Mennecke, Associate Professor
Iowa State University.
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William N. Dilla, Associate Professor;
William N. Dilla, Associate Professor
Iowa State University.
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Diane J. Janvrin, Assistant Professor
Diane J. Janvrin, Assistant Professor
Iowa State University.
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American Accounting Association
2008
The ATA Journal of Legal Tax Research (2008) 6 (1): 94–107.
Citation
William D. Terando, Brian E. Mennecke, William N. Dilla, Diane J. Janvrin; Taxation Policy in Virtual Worlds: Issues Raised by Second Life and Other Unstructured Games. The ATA Journal of Legal Tax Research 1 December 2008; 6 (1): 94–107. https://doi.org/10.2308/jltr.2008.6.1.94
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