Reading ComprehensionDifficulty: Hard

PT140 S4 P2 Q13 Explanation

Online Game Currencies

A free, expert breakdown of this official LSAT Reading Comprehension question.

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Passage

Passage A is from a source published in 2004 and passage B is from in 2007.

Passage

Millions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical characters striding across a Tolkienesque land.

The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. Players generate goods as they play, often by killing creatures for longer they play, the wealthier they get.

Things got even more interesting when Castronova learned about the “player auctions.” Players would sometimes tire of the game and decide to sell at online auction sites.

As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for or skinning animals to sell their pelts, they were, in effect, creating wealth.

Passage

Most multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting in their creations.

Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, as a prize or award is? And is given that the economies of some virtual worlds are comparable to those of small countries.

Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.

By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, even of in-world sales for virtual currency, regardless of whether the participant cashes out. This creating a tax shelter for virtual commerce.

What this question is testing

Locate Detail

Your task

Pin down exactly what the question asks about the passage — a detail, the author's view, the structure, or the main point — before looking at the choices.

Common trap

Answers that restate a true detail from the passage but don't answer the specific question being asked.

Winning move

Anticipate the answer in your own words from the passage, then find the choice that matches that prediction.

Reading along? Open the full official question in LawHub — we show a fragment here and keep the reasoning in our own words.

The question
13.

Based on passage B, which one of the following is a characteristic of some "games that are intentionally commodified"

Answer choices

  1. Unsupported: real items34% picked this

    The game allows selling real items for

    Nothing in Passage B talks about selling real items for virtual currency, i.e. "I'll sell you my actual microwave for 10,000 StudyBucks in LawQuest."

  2. Out of Scope: trade avatars2% picked this

    The game allows players to trade avatars with

    Avatars are only mentioned in Passage A. Nothing in Passage B says that in commodified games, you and I can switch our player profiles with each other.

  3. Out of Support Window: wealthier9% picked this

    Players of the game grow wealthier the longer

    Nothing in the details we're told about intentionally commodified games talks about players becoming wealthier. In fact, this is an explicit line from the end of Passage A's second paragraph: the longer they play, the wealthier they get.

  4. Correct34% picked this

    Players of the game own intellectual property rights in

    Why this is right

    This is murderously cruel of LSAC, because the question stem points us to the last paragraph of Passage B, but there is another reference to intentionally commodified games in the first paragraph of Passage B. To have any prayer of getting this one right, we need to judge this answer agnostically and ask ourselves, "Did we ever talk about intellectual property rights in Passage B?" We can even Ctrl-F those words if we're taking a Flex test. We would see in the first paragraph that it's saying: some [multiplayer online games] encourage [real-world trade in virtual items], for example, by granting participants intellectual property rights in their creations. If you're encouraging real-world trade in virtual items (i.e. accepting real money for the transfer of a virtual item), then you're intentionally commodified.

    Skill tested: Locate Detail · how this choice captures the passage's function is the move to repeat next time.

  5. Out of Scope: virtual currency exchange21% picked this

    Players of the game can exchange one virtual currency for another

    The passage talks about exchanging virtual items for virtual currency. Exchanging currency for currency is like when you go to Europe and exchange American dollars for Euros. In a video game, this would be like trading in 1,000 Elf Dollars for whatever that was currently worth in Warlock Gold. The passage never talks about such a currency exchange.

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