13 Sep 2007
Over the past year a joint economic committee of the US Congress has been investigating the issues of taxing enterprises that exist simply on a computer server.
Its findings are due to be published very soon and will be read with interest, and not only by the US taxman, the IRS.
No doubt its UK counterpart at HM Revenue & Customs will also be interested to see if there are any opportunities to tax a new breed of online entrepreneur.
It might seem nonsensical, perhaps even comical, to seriously consider taxing a business that only really exists in the form of binary code on a server, but it certainly offers revenue possibilities.
But what are virtual worlds? And are businesses that have prospered in a digital dimension worth pursuing?
Simply put, virtual worlds are rough, online copies of our own society, and that goes for their economies as well.
Take Second Life as an example. With nine million user accounts, a tiger economy growing at 10-15% monthly and a GDP that is currently estimated at $600m, it is no wonder that the IRS is taking note.
All the more so because Second Life’s virtual currency, the linden dollar, can be exchanged with its US equivalent at a rate pegged between $260 and $320.
Profits from virtual activity aren’t such a far-fetched idea. At the turn of the year, it was confirmed that Second Life had produced its first US (not linden) dollar millionaire, Ailin Graef.
But it is not going to be simple and straightforward for HMRC to act even if trends continue and large numbers of UK residents of virtual worlds start to make significant revenues.
First, there are some hard questions that need to be answered.
For example, do you tax residents of a virtual world in that virtual world or
after they have converted their money to recognised currencies?
If HMRC taxed virtual profits, it would have to accept payment in currencies such as linden dollars.
Then there is the question of whether virtual wealth forms part of an estate for inheritance tax purposes. Is VAT really payable on goods that only actually exist on a computer?
You can ask the same question of capital gains. Domicile, my favourite, and the issue of where profits arise get more complicated: the virtual world is based in the US, your business bank account in Canada, and you live in Manchester. Interesting.
So will the HMRC act and, if so, how? To quote Johnny Nash’s 1960s hit: ‘There are more questions than answers.’
Mark Simpson is tax planning director of Simpson Burgess Nash
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Briefings
By looking at the reasons supplier statements became unfashionable, and the reasons why it is different today, this paper delves into the many benefits that can be obtained by automating the process.
Having a real and true view of your organisation’s current financial position, and having the right systems and processes in place, will ensure that you can make strong choices and are ready to capitalise on opportunities
Visitor comments Add your comment
How to tax online?
I can see that various bodies will attempt to tax individuals for their virtual profits at some point in the whole process, however how they are expecting to do so is somewhat beyond me.
First and foremost virtual currencies are just that...virtual. Surely from a point of view of a gain it would only become a gain as and when the funds are transferred into real world currencies?
Further to this what if the virtual currency can not be traded legally? Example in mind World of Warcraft. World of Warcraft "Gold" is earned in the game, this is then used to purchase items. Many however can and do sell "Gold" for real currency? Surely therefore if the premise to start on one virtual currency occurs it would encompass many? The distinction between who "owns" that currency could be argued, in the case of World of Warcraft it clearly states it is illegal and Blizzard still owns it.
However then coming on to the social network sites/games such as Second Life. Surely to tax any individual unless they have made a profitable gain goes against every principle of business? I can't see the IRS or HMRC accepting payment in "Lindens" therefore how do they tax? As was said in the article where is the product made and sold? to who? what about exchange rate losses? Could the individuals claim the cost of the computer? electricity?
I can appreciate that if an individual draws funds from such a game into the real world (presently about 300 lindens to the $1 converting then to the £1 reducing the profit even more. Adding onto this the cost of the game (assuming they own property, tier charges etc) surely though that in essence is already in place? if your making a profit you should be declaring tax right?
All in all I think the fear amongst the game playing community is a simple one. If they start to tax "in game" it will change the way online games are played. Put in a nutshell if a profit in the "Real world" is not made then how can we be taxed on it?
Your article highlights the possibility of what alot of people would consider ridiculous, however there are people who are drawing $2,000+ a month from such games, this I can see being fully taxable....but it already is!
I will be looking forward to this report with interest.
Posted by: Mark W, 13 Sep 2007 | 00:00