The central concept revolves around a fictional, often digital, environment where creatures of fantasy or horror are traded, bought, and sold, frequently outside the boundaries of established legal or ethical frameworks. This activity is typically simulated within a game context, allowing players to experience the thrill of acquisition and profit, or the moral dilemmas inherent in the commerce of living entities, without real-world consequences. For example, a player might capture rare digital monsters, breed them for desirable traits, and then offer them for sale to other players using in-game currency or, potentially, real-world money via unofficial channels.
The significance of this simulated commerce lies in its ability to explore complex themes such as supply and demand, ethical consumerism, and the potential for exploitation within unregulated markets. It provides a safe space to examine the consequences of prioritizing profit over the well-being of living beings, even if those beings are fictional. Historically, such themes have been prevalent in literature and film, and the interactive nature of games allows for a deeper engagement with these issues. The game mechanic allows players to understand the mechanics and dynamics of markets as well.