The industry of video games is experiencing rapid growth, and the popularity of online broadcasts of major e-sports tournaments attracts an audience comparable in size to the audience of traditional sports events. Moreover, this phenomenon already claims for official recognition from far from virtual sports associations and committees: for example, the International Olympic Committee allows the holding of the first ever Olympic video game tournament in 2024. About 58 million people around the world call themselves professional gamers. The total profit of platforms that allow organizing cyber-tournaments is approaching $ 1 billion, and, according to some estimates, in just a few years it will gain another billion. This popularity of video games has led to the emergence of several related industries, one of which is the sale and purchase of virtual items, such as skins and weapons. If skins serve mainly to amuse the player's pride, then weapons often play a decisive role in virtual battles. Nevertheless, skins, which have no practical value even in the virtual world, are sold for quite real money. Some of them, considered rare, go to new owners for 15 thousand dollars.