but paying." Meanwhile, social game maker Playfish, with estimated revenues of up to $75 million from selling...
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.
Virtual Goods is part of Business Exchange, suggested by Christian Prada. This topic contains 282 news and 678 blog items. Read updated news, blogs, and resources about Virtual Goods. Find user-submitted articles and reactions on Virtual Goods from like-minded professionals.
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Quiztastic, Bowling Buddies, Who Has the Biggest Brain? The games are free, but players can buy or give virtual goods -...
Valley may have discovered the perfect business: charging real money for products that do not exist. These so-called...
London-headquartered company is backed by Accel Partners and Index Ventures, and is already profitable -- thanks to the...
Ryan Kim looks at Mafia Wars and Farmville: It's all part of a booming market called virtual goods, which has grown...
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Top Sources: Virtual Goods
- New York Times
- Wall Street Journal Online
- San Jose Mercury News
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