Autonomous Next has estimated the money supply and user base of popular virtual economies in the period between 2014-2016. Our research provides insight into virtual currencies that existed before Bitcoin in four popular games of the 2000s, including: (1) Runescape, (2) World of Warcraft, (3) EVE Online, and (4) Second Life. Companies developing these worlds act like a central bank issuing a digital money supply to keep functional economies of entirely virtual activity. Our findings show that World of Warcraft held the largest user base at 5.5 million players and a money supply equivalent to $10 million USD. Meanwhile, Second Life managed a significant money supply of $40 million USD and a user base of merely 0.9 million. Linden Labs, the creators of Second Life, even claims that the GDP for their virtual world was equal to $500 million USD in 2015. Lastly, Runescape and EVE Online held a user base of 1.3 million and 0.5 million respectively and a money supply equivalent to $2 million USD and $18 million USD. This phenomenon shows how entirely digital tokens that represent utility value in a virtual world can have both utility value and speculative value, as some traded on vibrant exchanges.