http://blogs.valvesoftware.com/economics/arbitrage-and-equilibrium-in-the-team-fortress-2-economy
A peculiarly sophisticated barter economy
Steam enables Valve’s gamers to trade freely with one another, effectively to establish a substantial economy in which thousands of items, also imaginable as assets, are exchanged for one another. This is a typical barter economy, in that every exchange necessitates a double coincidence of wants (i.e. when Jack offers Jill some Team Fortress 2 hat in exchange for a couple of keys, the trade will go ahead if, at the same time, Jill also prefers that particular hat to her two keys).
Barter economies are cumbersome precisely because they require this double coincidence of wants before any bilateral trade proceeds. For this reason, throughout history, whenever the number of transactions (and ‘assets’) grew in number, one of those assets soon emerged as a numéraire – a basic form of money that is. Once the numéraire acquired currency, suddenly the prerequisite of some double coincidence of wants vanished and people could trade anything for the numéraire–asset which they could then use in order to buy whatever else tickled their fancy. In short, as economies grew in sophistication, they ‘monetised’ and ceased functioning on the basis of barter. This is why never in history have we witnessed truly sophisticated barter economies (for reasons similar to why we have not developed hugely sophisticated training wheels for professional cyclists).
Initially, I had expected that a similar pattern would be replicated in digital economies, like Valve’s. I was expecting to find that some item or asset would emerge as currency in the context of games such as Team Fortress 2. However, a close study of our Team Fortress 2 economy revealed a more complex picture; one in which barter still prevails even though the volume of trading is skyrocketing and the sophistication of the participants’ economic behavior is progressing in leaps and bounds.
So what gives? Why has no money emerged? Why is this virtual economy not behaving like every economy there ever was in the real world? In particular, how would an Austrian explain this?
A few stats that might be relevant. There are about 35,000 items available. About 4 to 5 million people play this game on any given day.
My preliminary analysis, which many here will think dead wrong:
First of all, every single item in that universe has intrinsic [=non trade] value, because each of them is obviously of some value to someone in the game. The laser guns and keys are clearly useful, and I imagine the hats are at least useful as decorations.
Thus they all seem to satisfy the regression theorem. Why have none of them even become a medium of exchange, much less money? I would think the cheapest one, which looks to be hats based on the article, would be a very promising candidate. And yet, nobody has stepped up and become the money. Why not?
To me, the answer is obvious. Although there is some demand for everything, there is no wide demand for any individual product. And to become money, based on the reasoning of the regression theorem, an object has to be in wide demand.
I know of several people who have disagreed with that last statement.
Any other theories?
