The word ssalmeok has been kicking around Korean youth slang for more than twenty years. Translated literally, it means “buying rice” — which is to say, covering your living costs by selling the items and game currency you have farmed for real cash. It started as mockery. These days it is a social phenomenon the press uses without air quotes: a side hustle for some, a full working day for others.
The short answer
- Ssalmeok = selling in-game goods to buy rice. The word began as World of Warcraft–era mockery.
- Reported real incomes most commonly run ₩1.5–2 million a month. There are cases of ₩100,000 a day over two to four hours, and one player who once made ₩5 million a month.
- Korea's item cash-trading market is worth at least ₩1.114 trillion (2022 estimate). Itemmania and Itembay are effectively the whole market.
- Person-to-person trades have not been punishable since a 2009 Supreme Court ruling, but most game companies ban them in their terms. It all runs in a legal gray zone.
Where does the word ssalmeok come from?
The word traces back to World of Warcraft. When a player who sold gold for cash was teased as someone who “sells gold to buy rice,” the jibe got shortened to ssalmeok and stuck. A related slur, ssalmeokchung — roughly “rice-eating pest,” aimed at players who treat a game purely as a moneymaker — is still thrown around in Korean forums, a sign the word never quite lost its sting.
Yet the tone has shifted sharply since the 2020s. News outlets began using the word straight in stories about youth employment, and a dedicated info-sharing community (Ssalmeok.com) even sprang up. Today, saying someone “does ssalmeok” in Korea is closer to a plain statement of fact: they earn money from games.
Korean words worth knowing
- Ssalmeok — the act, or the person, of selling in-game goods for living money.
- Jakupjang (workshop) — an operation running dozens or hundreds of PCs to mass-produce in-game goods, usually with illegal macros.
- Linjeossi — "Lineage + ajusshi (middle-aged man)": the thirtysomething-to-fiftysomething male players who pour big money into the Lineage series.
- Hyeongeolae (cash trade) — exchanging in-game goods for real-world money; the actual mechanism of ssalmeok.
How much do they actually make?
The most reported range is ₩1.5–2 million a month — roughly in line with, or a little below, Korea’s monthly minimum wage in 2026. Live frugally on your own and it is survivable; saving is the hard part.
💰 Ssalmeok incomes confirmed in press reports (January and May 2026)
| Case | Age | Game | Setup & hours | Income |
|---|---|---|---|---|
| A (living in Hwaseong) | 31 | MapleStory Worlds | 2 PCs, 2–4 hours a day | up to ₩100,000 a day |
| B | 28 | Selling items from online games | 3 PCs, went full-time after quitting his job two years ago | ₩2 million a month |
| Mr. Ahn | 34 | MapleLand | around 8 hours a day, leveling services for low-level players | ₩1.5–2 million a month |
| Mr. Shin | 30 | multiple games at once | 3 PCs, about ₩10 million in initial setup | once ₩5 million a month → now around ₩2 million |
The number that is easy to miss in that table is Mr. Shin’s ₩10 million in startup costs. Ssalmeok is not a no-capital side gig. Running several characters at once means PCs, accounts, and in-game gear first — and if the market collapses before you have recouped that investment, the loss is yours.
Which games pay?
Games that support ssalmeok share three traits: (1) trading between players is open, (2) time in reliably produces currency, and (3) there is a thick layer of paying users willing to buy that currency. The third is the whole game — someone has to be paying for ssalmeok to exist.
What is striking here is that a good chunk of the games on this list are 10–25-year-old titles. It is not the newest graphics that make money — it is games whose economies have been running long enough to set stable prices and lock in a paying player base. In the ssalmeok world, a game’s age is not a flaw; it is an asset.
How does in-game money end up in your bank account?
Nearly all trading happens on two broker sites: Itemmania and Itembay. The two are sibling companies, both 100% owned by BNM Holdings, and more than 90% of Korean item trading passes through them. It is effectively a monopoly.
🔁 From ssalmeok to cash, one deal at a time
| Step | What happens |
|---|---|
| 1. Farming | Gather game money and items through hunting, quests, and daily content |
| 2. Listing | Post a sale on Itemmania or Itembay; prices update in real time on the site’s price board |
| 3. Payment | The buyer deposits payment with the broker (escrow) |
| 4. Transfer | Seller and buyer meet in-game and hand over the goods |
| 5. Settlement | On confirmation, the broker takes a 5% commission and deposits the rest into the seller’s bank account |
Commission is the only public number that reveals the market’s size. In 2022 the two companies’ broker-fee revenue was ₩44.8 billion for IMI (Itemmania’s operator) and ₩10.9 billion for Itembay — ₩55.7 billion combined. Work backward from the 5% commission rate and you get ₩1.114 trillion in trading volume. Direct trades that bypass the sites and big deals that hit the ₩47,000 fee cap are excluded, so the real market is bigger than that.
Something fun to know for travelers
- Itemmania and Itembay price boards are viewable without logging in. You can watch the per-game price of 1 million gold rise and fall like a stock chart.
- Some of the people in PC bangs are not playing — they are working. If you see the same game running across several monitors, it is probably multi-account farming.
- Seoul PC bang rates run about ₩1,000–2,000 an hour. For a ssalmeok player, that is their office rent.
Is this legal?
Short answer: person-to-person trades are not punished, running a cashing-out or botting business is illegal, and most game companies ban it in their terms of service. Three different layers.
The law is Article 32(1)7 of the Game Industry Promotion Act, which bans “engaging in the business of exchanging, arranging the exchange of, or repurchasing” the results of gameplay for money. The question was what counts as a “result” — and the Supreme Court answered it on December 24, 2009. In a case over cash-trading Lineage’s Adena currency, the court ruled that Adena was not a chance-based gambling product but a legitimate product of the player’s substantial time, effort, and skill, and therefore not punishable.
⚖️ What is allowed and what is not
| Action | Legal status | Note |
|---|---|---|
| Selling personally farmed goods as an individual | Not punishable | 2009 Supreme Court ruling |
| Cashing out goods obtained via bots/macros | Illegal | ”Abnormal use” — explicitly excluded by the ruling |
| Running a business cashing out gambling-style game money | Illegal | Game Industry Act, Article 32(1)7 |
| Operating a workshop (mass macro farming) | Illegal | May also carry business-interference and IT-network charges |
| Game company terms of service | Mostly banned | Accounts can be suspended or goods seized; separate from the law |
| Reporting the income | Taxable | Recurring, continuous earnings must be reported as business income |
The last two rows matter most in practice. Not being prosecuted under the law and the game company protecting your account are two completely different things. The industry’s baseline assumption is that game money is not property you own but a usage right you hold under the company’s terms — and if you are caught, the account and everything in it vanish together. Ssalmeok wealth can go to zero overnight.
Why did this blow up in Korea, of all places?
Three things collided.
First, infrastructure and history. Since Lineage launched in 1998, Korea has spent more than two decades churning out MMORPGs with living player-to-player economies, with cheap, always-available PC bangs blanketing the country. This market did not appear overnight — it is the product of twenty-plus years.
📈 How the item cash-trading market grew
| Year | Size | Context |
|---|---|---|
| 2001 | under ₩10 billion | Itembay launches |
| 2002 | passes ₩100 billion | Lineage at its peak |
| 2006 | passes ₩1 trillion | Game Industry Promotion Act enacted (Article 32 ban on cashing out) |
| 2022 | ₩1.114 trillion (minimum estimate) | down 7.1% from the previous year |
Second, the spending gap. Korean MMORPGs are designed so a small number of high spenders prop up the revenue. Where there are users with money but no time, a market for users with time but no money springs up automatically. Ssalmeok is a job built on top of that gap.
Third, the youth job market. Gyeonggi Province’s economically active youth population (ages 19–39) has fallen for 24 straight months, and the province’s April 2026 employment rate was 63.5%, down 1.0 percentage point from a year earlier. The main reasons cited for leaving jobs were dissatisfaction with working conditions and job insecurity.
The people doing it mostly lean toward the former. Mr. B, 28, who quit his job to go full-time, put it simply: “The best part is being able to work comfortably on my own terms in my own space, instead of working under a boss’s stress.” Games are becoming a place of both leisure and labor at once.
Can foreigners do it too?
Technically it is difficult, and realistically it is not something to recommend. Most Korean online-game accounts require identity verification (via mobile phone or i-PIN), and the broker sites settle only into Korean bank accounts. A short-term visitor passing both gates legitimately is rare.
Watching, on the other hand, is perfectly doable. Walk into any 24-hour PC bang in Hongdae, Gangnam, or Sinchon and you will easily spot someone quietly running the same game across three or four monitors. It is the most compressed snapshot of Korean gaming culture you can find.
📍 Open in Naver Map — Hongdae PC bang
Sources
- Inven, "Item trading market worth ₩1.114 trillion... down 7.1% year-on-year" (2023-04-12) — market size, fee revenue, broker ownership structure
- Gihyo Ilbo, "Quitting work to log in to ssalmeok... the job paradigm is changing" (2026-05-14) — cases of Mr. A and Mr. B, Gyeonggi employment data, interview with Professor Hwang Seon-jae
- Asia Economy, "'I hunted instead of job-hunting and made ₩5 million a month'... young people living off games" (2026-01-14) — cases of Mr. Ahn and Mr. Shin, Ssalmeok.com
- Supreme Court of Korea, decision of 2009. 12. 24 (the Lineage Adena cash-trading case)
- Game Industry Promotion Act, Article 32(1)7
- Itemmania and Itembay price boards (commission rates, live prices)