January 17, 2006 4:00 AM PST

Are virtual assets taxable?

Journalist and "Ultima Online" junkie Julian Dibbell issued himself a very public challenge two years ago.

"On April 15, 2004, I will truthfully report to the IRS that my primary source of income is the sale of imaginary goods," Dibbell wrote on his blog at the time, "and that I earn more from it, on a monthly basis, than I have ever earned as a professional writer."

Essentially, he was telling the world he thought he could make a profit selling to other players in the real world the weapons, currency and other goods he had accumulated in the fantasy game "Ultima Online," and that he was willing to tell the IRS so. He ultimately came up short in his personal challenge, making more from his writing, in fact, than from his online trafficking.

News.context

What's new:
Some wonder whether valuable goods frequently bartered in the online game world can be deemed a taxable possession before they are sold for real-world money.

Bottom line:
Some say there's no theoretical reason the government shouldn't come calling for its fair share of valuable game assets that haven't been sold for real-world money. But observers of online games worry that the IRS doing so could be a disaster.

More stories on virtual worlds

Now, with a new article published in the latest issue of Legal Affairs magazine, Dibbell has the virtual-world community buzzing over a new question: Should online game players' assets--the weapons, characters, clothing and such--they've accumulated but not yet sold for real-world cash be taxable by the IRS?

"If you haven't misspent hours battling an Arctic Ogre Lord near an Ice Dungeon or been equally profligate spending time reading the published works of the Internal Revenue Service," Dibbell's essay begins, "you probably haven't wondered whether the United States government will someday tax your virtual winnings from games played over the Internet. The real question is: Why hasn't it happened already?"

It's a question insiders at academic conferences like State of Play that study online games have been talking about for some time.

After all, since the trafficking of virtual goods from games like "World of Warcraft," "City of Heroes" and "Star Wars Galaxies" on exchanges like eBay sets their fair market value, the millions of online game players are collectively holding tens or even hundreds of millions of dollars' worth of these digital assets at any one time. And some would say that's a target the IRS can't ignore forever, raising the tricky question of whether virtual goods that are frequently bartered and exchanged in the gaming world can be deemed a taxable possession before they are sold for real-world money.

I just don't think it would be the catastrophe that everybody imagines.
--Julian Dibbell
journalist

While most online game publishers try to sidestep the issue by saying in their terms of service that players don't control the property rights to their game assets, some say there's no theoretical reason the government shouldn't come calling for its fair share.

"From the standpoint of economic theory...there's no fundamental distinction between selling euros and buying magic wands," said Ted Castronova, an expert on virtual economies and an associate professor of telecommunications at the University of Indiana at Bloomington. "They carry value with them. If you're going to tax exchanges in the real world, you've got to tax exchanges in the virtual world, in economic theory."

The problem, said Castronova, is that it's not about economics.

"It's about common sense," he said. "Common sense says that when people are playing a game of Monopoly, you don't tax (the properties they buy and sell)."

Dibbell isn't so sure. He said that while the IRS has ruled that some forms of goods with inherent value--such as then St. Louis Cardinals star Mark McGwire's record-breaking home run ball from 1998--are not taxable assets until they are sold, that may not always be true.

"As the RMT (real money trading) markets get bigger and more normalized, how long are the tax agencies of the world going to forebear?" Dibbell asked during an interview with CNET News.com. "At a certain point, it will be less crazy-looking to everybody and therefore more palatable, and there will be more money involved."

No one knows the exact worth of the virtual assets of the millions of online game players. But with estimates for the sales of such goods going as high as $880 million a year, the unconverted assets are surely worth similar amounts. Thus, the government's share, if the government were ever to lay its claim, would be substantial.

See more CNET content tagged:
online game, goods, asset, tax, virtual worlds

Add a Comment (Log in or register) 78 comments (Showing first 20 comments)
The US Government at it Again
by magman68 January 17, 2006 5:02 AM PST
What gets me is the fact that they want to basically pre-tax the items before they are even sold. How is that even possible?

For starters, many users that play MMORPGs never sell their items from the game in the first place. And very much like the part in the article where they talked about an autograph from a celebrity but never selling it, the government has no right to tax on items where a profit was never made. What next, paying tax on your kids' construction paper art that they made because you could sell it to someone?

Secondly, as a player in WoW, I know that selling items is against the ToS so, how could that even be taxed? There is no way I could sell my items without my account being in danger.

The last part that really gets to me is how Cnet really doesn?t seem to fight or take the side of the consumer and seems to instead push the idea multiple times in the article of why these items should be taxed. Maybe it's just me but, I feel like it?s the beginning of the end...
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Surely gamers would also be entitled to rebates and deductions, right?!
by jmaestro26 January 17, 2006 6:24 AM PST
If they can tax on virtual capital, then lost or stolen virtual goods would be tax deductable. What about depreciation of the items?

Ha, I'll bet the IRS won't see it this way, but it will be funny to see them try to justify one thing, but not the other.
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This is the same as OnLine Casinos
by jsargent January 17, 2006 6:58 AM PST
The same rules that apply to on-line casinos should apply here.
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Holy Organ Bank, Dibbell!!!
by missingamerica January 17, 2006 7:18 AM PST
You're so full of wonderful ideas!!!

Should the IRS tax me because I have one kidney, one lung, and one cornea I might potentially garner income from should I choose to sell them in, say, Asia or South America?

Certainly they represents asset growth - I didn't pay a damned thing for them.
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If the IRS taxes play money...
by Zymurgist January 17, 2006 7:27 AM PST
... then how about other non-financial
transactions? It seems to me that Monty Python
thought of this long ago when they observed that
taxing "thingy" would make accounting much more
interesting.
Reply to this comment
Taxing online gaming assets??
by Mirlin11 January 17, 2006 7:46 AM PST
This whole subject matter is rediculous and Dibble is nuts. I'm not reporting online gaming assets to the IRS. What kind of lunacy is this? The IRS gets more than enough money from taxing people's actual wages. I'm not EVER going to report to the IRS some virtual income made in a video game.
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The theory goes like this
by shadowself January 17, 2006 8:40 AM PST
If you "find" an item (i.e., "dropped" from a mob and you find it on the ground after you killed it or you find a vein of ore) then obtaining that is not a taxable event. If you create an item (sword, shield, etc.) then that is not a taxable event either. Neither of these type of events would be taxable in the real world either. (Find a 200 year old coin on the ground in the park and stick it under your mattress and even though it might be worth $100,000 it is still not taxable income to you. Make a chair in your home and sit on it. You are not taxed for the chair.)

The taxable event comes in if/when you sell or trade it (even within the game). Trade the fantastic sword you found for gold or platinum and you now have a "taxable event". Trading is taxable in the real world. The concept the IRS may use is the person you traded the sword to may sell it in the real world. That person may try to deduct the "cost" of purchase from the income on the sword thus coming up with a "net profit". (You can be sure if I sell that chair I made in my garage I'm going to deduct the cost of the materials I used to make it.)

If the person you sold/traded the item to tries to deduct what s/he "paid" you for it, then the IRS is going to want to come after you for your "income".

For those that claim such real world transactions violate terms of service, I believe SONY recently set up a set of servers in either EQ or EQII (don't remember which) in which they actively support real world transactions. SONY is inherently recognizing the real world value of the items. This is not true of all games. However, the IRS could easly claim that a magical item in the virtual world in which SONY actively supports real world value is inherently the same as a similar item in a different virtual world.

My personal opinion is that the IRS should do a simple ruling which encompasses: 1. All transactions within the game(s) are non taxable. 2. All real world transactions for virtual items (receiving real world money for virtual gold/platinum/swords/spells/characters/etc. or receiving a real item [http://car, trip, boat, etc.|http://car, trip, boat, etc.] for a virtual item) are taxable. 3. Deducting the "cost" of the virtual item is not allowed.
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Don't flatter yourselves
by Razzl January 17, 2006 9:56 AM PST
This tempest in a teapot is being generated by a bunch of gaming blowhards who want to draw attention to their hobby and a bunch of tax wonks who want to show how clever they are. Online gambling would be the closest analogy to this if the blowhards keep talking long enough for someone at the IRS to be hoodwinked into believing there may be something there. The assets are "owned" by the web site operators and not the players, so there would only be a liability for an actual exchange of money. In fact, routine exchanges of money as part of the game would make the games into a form of gambling, hence illegal, and cause sales to be forbidden by the game owners.
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Actually this is NOT a hard IP problem
by CharlesRovira January 17, 2006 10:33 AM PST
While everyone agrees that these 'objects' aren't real and that trying to limit (re)production is impossible, paying real money for them places them in the same category as ART (and you pay more than the cost of the materials for a finished work,) or SERVICES (like a hair cut.)

Sadly, if any REAL money changes hands, the tax man gets involved.

Just be glad that 'Quattlus' are considered game pieces and trading in them or using them is not considered taxable.
Reply to this comment
Duh! Income is taxable?
by lingsun January 17, 2006 10:37 AM PST
Wow! What a shock! Almost all income is taxable by the IRS! Anyone with an accounting or tax background already knows this. Every adult American should already know this too. It's funny how leftists who want the most government programs are the most outraged that the government wants some of their money. To answer the question "Are Virtual Assets Taxable", few cities and states are taxing virtual assets as personal property. However, profits from the sale of virtual assets are certainly taxable at the federal level.
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realworld profit already taxable
by amigabill January 17, 2006 10:56 AM PST
We've heard that there are people who participate in these games for the purpose of real-world profit from selling these virtual universe items. I'd have though this would either go on the "other income" line of 1040, or would go through a Schedule C to account for business expenses of purchasing the boxed game disks and the monthly fees. And thus be taxed at the rate just as any other method of income using the same forms.

Hey, if you're going to tax me on income, you better allow me to deduct expenses that allowed me to generate that income! And that means my game purchase and subscription fees are tax-deductable!

If they're going to go beyond that, and start real-world taxing people that never take their gameplaying out of the game, and who never make real-world income from their fun, well, that'll become a bit more complicated. Will they tax us on what we potentially could have sold something for even if we never do, something akin to what many people fear about exercising stock options due to the AMT?

For Final Fantasy XI, which I played for a short time, World of Warcraft, and any other game title that would be a target of such real-world taxation, it's going to become a burden to keep track of who is taxable by the IRS and who is not. Are all those FFXI players from Japan going to be subject to the IRS? They shouldn't be. If other countries jump on this bandwagon, will I as an American citizen end up paying foreign taxes to any extent? How will the gaming servers keep track of it all? What if I do in-game transactions with a game character belonging to someone in a different country, do international treaties or tarriffs come into play, and do I now have to fill out tax forms related to income from a foreign country? Or will it depend on the location of the game server, and how do I know where my server is located? Will the game company suffer the burden of sending out the new W2-V or 1099-V (for virtual income) forms?

Will it end with MMORPGs, or will it be required to have an internet connection to report any virtual winnings for otherwise "offline" games, even if they are single player and items are not transferrable at all, and must we all buy the printer accessory so it can pring out our IRS tax forms every time we end a gaming session?
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"Why hasn't it happened already?"
by jwhitt January 17, 2006 11:16 AM PST
Because there is no way they should or could tax items you obtain in a GAME. The though of this is simply ridiculous. The author of this article is clearly looking for attention and has no idea about this subject.

If you actually look at the eBay auctions, which is where the real money comes into play. They are not selling their virtual items. They are selling their services. These services are taxable just as any ebay auction is if the money you make is over a certain amount. So, why hasn?t it happened yet? It has, you are just too ignorant about the subject matter to write a decent article.
Reply to this comment
It has no value until
by volterwd January 17, 2006 12:03 PM PST
it is sold... period.
Reply to this comment
Story Misdirected
by markdoiron January 17, 2006 12:16 PM PST
the irs isn't going to tax these types of fantasy properties. period. they don't do it. period.

however, make some real world coin and you'll have to pay taxes on the income. period. no new laws required. it's the law as written. period.

however, the author of the article totally misses the boat on the possibility of taxing these assets. that is, in some states/counties/cities, personal property is taxed. you don't have to sell it. the fact that it has worth is what generates the tax liability. and, if there is a business connection, then even more jurisdictions jump onto the "tax it" bandwagon. suggest that the author visit with a tax accountant and rewrite the article: there's a real tax liability, but he totally missed it.

mark d.
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Real World Assets VS Digital Virtual Assets
by robbydobby January 17, 2006 12:18 PM PST
So if you were to get caught selling drugs on the street, you would pay a fine and possibly go to JAIL. Well, what happens if you were the owner of DRUGS.COM and sold that domain, is that illegal? - try analyzing the difference now?
Reply to this comment
Yo Dude!
by Pachilles January 17, 2006 2:16 PM PST
Shhh, quite man! You are opening a can of worms that no one wants opened! The IRS gets involved with taxing virtual gaming goods, then that leads into POSSIBLE sales of virtual goods. It wont end until the government is taxing everything, and email begins to cost the receiver, personal Home Pages will be charged rent, etc.
Reply to this comment
Brain washe
by January 17, 2006 2:34 PM PST
Stop of a second and think about whey we have taxes in the first
place....

Government justifies taxes by providing services and regulatory
agencies that enforces law and makes commerce possible. (At
least this is what it is SUPPOSE to do).

Government plays no part in fostering an enviroment that
promotes game play in these virtual worlds. Why should it be
allowed to tax?

Only those who have brain washed by the lame ass politicians
will agree that everything and anything should be taxable. These
are the same people that readily lube themselves everytime
they're asked the bend over.
Reply to this comment
Virtual Taxes?
by oconnmic January 17, 2006 2:49 PM PST
If virtual goods are deemed taxable then paying with virtual dollars makes an equivalent amount of sense.
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When they go broke...
by Sentinel January 18, 2006 4:02 AM PST
OK, so I pay taxes for virtual paraphernalia. That means that I own such paraphernalia. Or is it merely "licensed"? In any case, I wonder what happens when and if the company that makes and hosts the game world on their servers goes out of business. Players will be left paying taxes for a bunch of files on their PC that will then be useless. Will these "assets" still be taxable when the game no longer exists (and let's face it, all games have a life span of about five to six years). Personally, I wouldn't waste my time or my money on "virtual assets". It's bad enough that a monthly fee has to be paid for these online games, now I have to pay for the game items too? Ridiculious.
Reply to this comment
Virtual Goods are just that
by January 18, 2006 4:17 AM PST
The goods, according to all of the game companies Terms of Service I've read recently, belong to the game company not the player. What players are buying or selling in reality is time. The real question then would be, can the government tax a service one player provides for another over the internet when that service is paid for in real USD?
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