| Literature DB >> 25919027 |
Abstract
To examine whether the recent price patterns and transaction costs of Bitcoin represent a general characteristic of decentralized virtual currencies, we analyze virtual currencies in online games that have been voluntarily managed by individuals since 1990s. We find that matured game currencies have price stability similar to that of small size equities or gold, and their transaction costs are sometimes lower than real currencies. Assuming that virtual currencies with a longer history can provide an estimate for Bitcoin's prospects, we project that Bitcoin will be less influenced by speculative trades and become a low cost alternative to real currencies.Entities:
Mesh:
Year: 2015 PMID: 25919027 PMCID: PMC4412541 DOI: 10.1371/journal.pone.0123071
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Price Distribution by Different Servers and Sides.
This figure illustrates average game currency prices in South Korean Won. Each bar represents an observation from a server/side. For World of Warcraft, there are six servers in our dataset and each server has two sides for a total of 12 observations. Diablo III has three servers without sides for a total of three observations.
Summary Statistics on Price Changes.
| Currencies or Assets | Mean of Daily Returns | Standard Deviation of Daily Returns | Annualized Volatility |
|---|---|---|---|
|
| -0.2% | 9.3% | 146.9% |
|
| 0.5% | 2.7% | 42.7% |
|
| 1.4% | 7.3% | 115.3% |
| USD per 1 Euro | -0.0% | 0.4% | 6.3% |
| USD per 1 JPY | 0.1% | 0.5% | 7.9% |
| USD per 1 KRW | 0.0% | 0.8% | 12.6% |
| USD per 1 CNY | -0.0% | 0.1% | 1.6% |
| Gold Prices | -0.1% | 1.3% | 20.5% |
| Equities(Small Size) | 0.0% | 2.9% | 45.8% |
| Equities(Middle Size) | 0.0% | 2.1% | 33.2% |
| Equities(Large Size) | 0.0% | 1.6% | 25.3% |
We report summary statistics on the daily returns of various assets. The mean, standard deviation, and annualized volatility are reported. The data period is from November 2012 to November 2013 for Diablo III currency and from July 2013 to November 2013 for World of Warcraft currency. For comparison, we report the statistics of Bitcoin, Euro, Japanese Yen (JPY), South Korean Won (KRW), and Chinese Yuan (CNY) exchange rates with the U.S. Dollar, as well as gold and equities. We use all of the daily prices in 2013 for the assets not related to games.
Devaluation of Currencies.
| Currencies or Assets | Devaluation = (price at the beginning / price at the end—1) |
|---|---|
|
| 1,378.2% |
|
| -34.1% |
|
| -98.2% |
| Euro | 4.3% |
| Japanese Yen | -18.1% |
| South Korean Won | 0.8% |
| Chinese Yuan | 3.2% |
| Gold | 40.0% |
We measure the devaluations of various currencies and gold. The devaluation of a currency is calculated as: (price at the beginning/price at the end—1). A negative devaluation indicates an increase in currency value (revaluation). Currency prices are measured in U.S. dollars, using the exchange rates acquired from www.oanda.com. The data period is from November 2012 to November 2013 for Diablo III currency and from July 2013 to November 2013 for World of Warcraft currency. We use the full 2013 data for Bitcoin, real currencies, and gold.
Game Currency Price Determinants.
| Dependent Variable:Game Currency Price by Server/Side in KRW | Full Model | Game Related Variables Only | Financial or Economic Factors Only |
|---|---|---|---|
| Number of Sell Quotes | -0.04a(-4.80) | -0.04a(-4.51) | |
| Server Crowdedness | 0.19(1.54) | 0.18(1.36) | |
| Server Competition | 0.35b(2.39) | 0.33b(2.20) | |
| Exchange Rate Change (KRW/USD) | 6.34b(2.54) | 6.65b(2.43) | |
| Game Management Company Stock Returns | -1.06a(-4.43) | -0.96a(-3.42) | |
| Server Fixed Effects are Controlled | Yes | Yes | Yes |
| Adjusted R2 | 40.7% | 36.6% | 18.7% |
| Observations | 264 | 264 | 264 |
We examine the determinants of game currency prices with a multivariate regression. Recall Eq 2.
The dependent variable is Log(Price ), which is the natural log of game currency price in server i at week t. Independent variables include Quotes, Server Crowdedness, Server Competition, Exchange Rate, and Stock Returns. Quotes is the number of fresh quotes on the market for game currency, Server Crowdedness is the number of users in a server measured by a three-step scale (high, medium, and low), Server Competition is a dummy variable is equal to one when a server has more competition among players, Exchange Rate is the exchange rate between KRW and USD, and Stock Returns is the weekly stock returns of the game servicing company. Server fixed effects are controlled. The estimation method is Generalized Method of Moments (GMM) that corrects for heteroscedasticity and autocorrelation in the regression error terms. t-statistics are in parentheses. Coefficients significant at the 1%, 5%, and 10% level are marked by a small a, b, and c, respectively.
Transaction Costs.
| Assets | Roll Measure | Zeros Measure |
|---|---|---|
|
| 7.2% | 2.9% |
|
| 0.0% | 7.4% |
|
| 0.0% | 0.3% |
| Euro | 0.0% | 2.6% |
| Japanese Yen | 0.0% | 0.3% |
| South Korean Won | 0.8% | 3.2% |
| Chinese Yuan | 0.1% | 1.6% |
| Small Equities | 2.0% | 4.4% |
| Middle Size Equities | 0.8% | 2.4% |
| Large Equities | 0.4% | 1.2% |
| Gold | 0.0% | 6.2% |
We calculate the Roll (1984) measure and the Zeros measure of virtual currencies and various assets.
We use the median of each measure by asset class if there are multiple assets in the class, as in the case of small size equities. The data period is from November 2012 to November 2013 for Diablo III currency and from July 2013 to November 2013 for World of Warcraft currency. We use the full 2013 data for other assets.
Fig 2Game Currency Prices Measured from Two Different Countries—in KRW.
The game currency prices from two different markets are plotted in this figure. We have approximately two months of sell quotes data from a U.S. based game currency dealer. The quotes are compared with the prices reported by a Korean game currency exchange. The dollar prices of the dealer are converted to South Korean Won using the corresponding exchange rates. Diablo III currency prices are from May 2012 to June 2012 and World of Warcraft currency prices are from Oct 2013 to Dec 2013.