DISCUSSION: This is the trickiest question. Lines 52-55 make a distinction between games that are intentionally commodified, and those that aren’t.
The first paragraph of Passage B also makes this distinction, though it’s less clear. Paragraph one says “but some actually encourage it.”
“It” is real world trade in virtual items. It’s reasonable to say that those games have been commodified. In game transactions are explicitly viewed as economic transactions by the games’ creators.
The creators economize the games by giving intellectual property rights, which is answer D.
- Lines 52-54 talk about selling virtual items for real currency. This answer talks about selling a real item for virtual currency. E.g. “I’ll sell you my house for $10,000 elf-dollars”.
This answer would have been correct if it had used the right words, but it used the wrong words instead.
- The word “avatar” doesn’t appear in passage B. This answer has no support.
- Passage B doesn’t mention whether all players gain wealth simply by playing longer. Some games may have high costs that reduce wealth.
- CORRECT. Lines 26-29 support this. The games that grant intellectual property rights are encouraging real world commerce. This amounts to “intentional commodification”.
- Passage B never mentions whether you can trade elf-dollars for orc-dollars (for example). In fact, passage B doesn’t even mention whether you can trade virtual currency for real currency. Passage B only mentions virtual items for real currency.
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