I remember the CSGO skin betting sites. You'd transfer skins to bot accounts to bet on streams of esports matches. The skins were valued at market price from the Steam marketplace. After the match, other bots would then transfer back to you a collection of skins equivalent in dollars to whatever the odds were. The system would give you whatever skins it could to fill the equivalent dollar amount so there would be a lot of common skins that you'd flip for pennies. Larger bets meant you got back some skins actually worth keeping. Obviously this marketplace only gives you Steam store credit but it wasn't that hard to find third party markets that would let you "gift" game codes you bought with Steam store credit or trade CSGO skins again.
It was immediately apparent the whole thing could be used to launder money easily across borders, you don't even need the third party market buyer to be in on the laundering. The products being sold were legit and had real value to everyday people unlike bitcoin or expensive art.
You can't stop money laundering without subjecting every private interaction to warrantless surveillance. In an age of purely digital, peer-to-peer currencies, nothing short than banning the public from using strong encryption will stop money laundering.
You can't stop the trade of digital goods when people can encrypt their electronic communication.
As value becomes storable as purely digital information, the choice is either the status quo, where encryption makes money laundering trivial, or prohibiting public access to strong encryption, and instituting a Big Brother surveillance state without privacy.
It was immediately apparent the whole thing could be used to launder money easily across borders, you don't even need the third party market buyer to be in on the laundering. The products being sold were legit and had real value to everyday people unlike bitcoin or expensive art.