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VIRTUAL GOODS
Virtual goods are non-physical objects that are purchased for use in online communities or online games. A virtual product has no intrinsic value. By definition, it is intangible and has no value in the real world. Virtual goods include such things as digital gifts and digital clothing for avatars, items for use in digital games and the like. Analysts estimate that the virtual goods market is nearing $1 billion dollars in the United States and around $5 billion dollars worldwide. This topic covers the latest news on virtual goods.
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MM: Virtual goods. We don't do advertising. We don't have subscriptions. It's 100 percent virtual goods. It works.
With GameHouse, developers can easily build social features like friends lists, leaderboards and virtual goods into...
In this way, Fortumo is targeting the long tail of virtual goods." PayPal...
Others have reinvented themselves. Hi5, for example, is now a gaming company and sells virtual goods.
GameHouse���s Fusion will have a centralized virtual economy with virtual currency that players can use to buy virtual...
Game Points can be spent on virtual goods in games in Facebook, but it will also be available to purchase virtual...
Last August, Offerpal Media announced that it had begun testing out a virtual currency system called, at the time,...
...dA | social media ratings and report services. Inside Virtual Goods - Tracking the Virtual Goods and Social Gaming...
...for India, Shan Kadavil, has stated that his company believes that India is market where potential for virtual goods...
Inside Virtual Goods published a monthly ARPU range (low and high end) for each game genre. In general, we used the...
Inside Virtual Goods published a monthly ARPU range (low and high end) for each game genre. In general, we used the...
Social media firms are increasingly incorporating game-like mechanics including virtual goods, experience levels, and...
Virtual currency and virtual goods are firmly implanted in the Halo universe as well, in addition to being part of...
It���s a brand new week, which means it���s time for Mashable���s guide to upcoming social media and web events,...
...virtual goods and real goods interact in the most significant ways possible. We reported last year that Playfish...
The lawsuit gives rise to the question: Who owns virtual goods, the creators of the goods or the people who have paid...
The company monetizes its 50 million member userbase by selling virtual goods, but the unique element is that the...
Credits allows users to purchase virtual currency through Facebook that can be used to purchase virtual goods across...
Right now, there might be 1 percent to 3 percent of users willing to spend money on virtual goods in a free game.
As Mark Zuckerberg prepares to step onto stage at f8, the Facebook developer's conference, the question that has to be...
Social Gaming & Virtual Goods discussed at Kellogg Tech Conference...
Kwedit is a new system that allows kids over the age of 13 to make virtual goods purchases on credit. The system allows...
There’s also “Pay With Facebook”, which gives Facebook a 30% cut of its insanely fast-growing virtual goods market AND...
Hint: Virtual goods and gifts. overlay — develop ways to put your content into new places and spaces. Hint: Augmented...
Top Sources: Virtual Goods
- VentureBeat
- Virtual Worlds News
- GameSetWatch
- All Things Digital
- TechCrunch
- Virtual Goods News
- Thejo/Blog
- Fast Company
- Gamasutra News
- GamesRadar - PC News
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