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Blizzard's WoW Token turns in-game gold into game time — an official market for $20

Blizzard stops fighting gold sellers: a $20 token bought with cash can be sold in-game for gold that buys 30 days of subscription time.

Blizzard Entertainment (World of Warcraft)

The ideaCreate an official, market-priced token that converts real money into in-game gold and back into subscription time — replacing illegal gold sellers with a legal exchange.substantial

What it had to solve

World of Warcraft players had long bought and sold gold and game time through gray-market sellers, while players with more gold than money and players with more money than gold had no legitimate way to trade with each other.

How it works

In March 2015 Blizzard announced the WoW Token, an answer to the gray market that had grown up around World of Warcraft: players buying and selling gold and game time for real money through third parties. Instead of another round of bans, the company let the trade happen officially, inside the game, through an item that converts cash into gold and gold into subscription time.

The mechanics turned the token into a currency market. A player pays $20 in the in-game Shop for a token, lists it on a new region-wide 'Game Time' tab in the Auction House, and receives the current gold price when it sells. Another player buys that token with gold and redeems it for 30 days of game time. Blizzard set only the opening price — 30,000 gold in the Americas — then let the gold value drift automatically with supply and demand, with purchases limited to 10 tokens per 30 days to start.

The exchange launched in the Americas on April 7, 2015 and reached Europe on April 21 at €20 (£15) with a 35,000-gold opening price. Each game region got its own shared marketplace, and the token sat outside the realm-based Auction House so every region's players could trade against the largest possible pool. Blizzard described the goal as letting players 'simply and securely' exchange gold and game time with each other.

The idea reframed an underground economy as a product: players short on time could buy it, players rich in gold could play free, and Blizzard controlled the pipeline that gray-market sellers had controlled before.

Why it lands

  • Making the product's own currency the payment method let players earn their subscription in-game instead of only with cash.
  • A supply-and-demand gold price kept the exchange self-balancing across each region instead of fixed and gameable.
  • Keeping trades inside the game removed the account-sharing and password-theft vectors of third-party gold sellers.
  • It gave Blizzard revenue from a trade it had previously only fought — the buyer's cash and the seller's cut both stayed in the official economy.
  • Starting in one region at a conservative price let the market prove itself before a global rollout.

What it did

The WoW Token went live in the Americas on April 7, 2015 with a $20 cash price and a 30,000-gold opening price that immediately began fluctuating with supply and demand; Europe followed on April 21 at €20/£15 with a 35,000-gold start. Blizzard turned an underground market it had spent years banning into a sanctioned, transparent exchange.

Write-upBlizzard's official WoW Token announcement

What you can take

When a gray market is too big to ban, productize it: give the demand a sanctioned, market-priced channel and you capture revenue and safety that enforcement never could.

Since then

After the April 2015 launches in the Americas and Europe, Blizzard carried out the region-by-region rollout it had announced — Korea, Taiwan and China each with its own shared exchange — and the token remained a standing part of the game's shop and Auction House. The model gave Blizzard a legitimate stake in the real-money trade it had once banned, and it became a reference point for how games can embrace rather than suppress secondary economies.

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