WOW Korea prospects of the merger server

WOW against global, virtual attendant growing volume of transactions.
A Senator said the right: There is reasonable. Virtual transactions is essential in the game, there will be a need to buy the land sales, it is only right and proper.
According to reports, South Korean official estimates, the annual Korean gamers virtual currency transaction value of approximately 900 million US dollars. Massive multiplayer online gamers usually use the cash to purchase real "virtual gold" and other games currencies. Because gamers through virtual currency to buy other players to get beyond the superior position, or the game to avoid the tedious and repetitive in the circumstances. While some players need to spend more than 10 hours a week to upgrade the role, but busy office workers often buy game currency or game equipment, in order to maintain the same level with each other.
It is understood that players usually through brokers site with a credit card to buy virtual money, and then a game from the hands of brokers to purchase the game monetary or equipment. Legislators in South Korea early this year banned the network gamers a virtual currency transactions. May purpose is to prevent money laundering through virtual, or prevent people from gambling in disguise. South Korea's leaders at all levels to ban the incident very seriously. In the ensuing period of less than six months, hanbok WOW has undergone dramatic changes in early July this year, hanbok WOW server dropped from 37 to 27 service areas, reducing capacity 27%, more than one quarter. We can rational analysis, the new law will be those engaged in the virtual currency traded companies fined. Obviously expressly decrees promulgated in the future, virtual trading floor to the underground channels, or most of them have already been eliminated. No virtual currency brokerage firms in the co-ordination inside the game. Add language barriers, capital recovery emerging channels and so on. Buyers can not buy things, sellers sell things. Supply and demand weakened. Most of the fighting to find him to withdraw from the Korean market, South Korea local players, because they can not satisfy the vanity and game out. As a game, if it has its own challenges and playability, so players will not give up money to buy equipment and games. Contrast this will arouse them to the challenges, because they believe that their own strength as can be created their own world. For there to buy equipment but not too much time playing games, virtual transactions precisely meet their needs. They can spend a little time to achieve their desired level, which was fun. So the result is "virtual prohibition of the transaction resulted hanbok server important reason for the merger." So, virtual transactions acts in a game how important it is. Therefore, transactions in a virtual fun of the game, not only will not hinder the development of the game, but to promote the development of the game, it attracted players and keep developing new players. Virtual transactions equivalent to restrictions on freedom of the game player's rights. Virtual transactions to the basic equivalent to a quarter of the players refused. (These figures come hanbok WOW)