3 ms·
Digital assets purchased in video games typically have a value of $0 as nearly all major video games implement a one-way “currency to item” pipeline and strictl
by altairprime 4y ago
Digital assets purchased in video games typically have a value of $0 as nearly all major video games implement a one-way “currency to item” pipeline and strictly prohibit “item to currency” in return (specifically, for example: Hearthstone, Diablo, Eve Online, FarmVille, and so on).
One could argue that exchanging in-game currency for game time is a taxable benefit of, say, $15/mo to the player; which then falls below the US 1099 reporting threshold of $600/year due to its irrelevance for taxation purposes.
If you can construct a case that an item purchased in a game can then be sold for value, and that you can then receive benefits of $600 USD or more within a single calendar year in return for your purchased item, then you have identified a possible taxation loophole that should be corrected; please do share!
(I am not your lawyer, this is not legal advice.)