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Virtual goods information


Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies.[1] Virtual goods are intangible by definition.[2]

Including digital gifts[3] and digital clothing for avatars,[4] virtual goods may be classified as services instead of goods[2] and are usually sold by companies that operate social networking services, community sites, or online games.[2] Sales of virtual goods are sometimes referred to as microtransactions,[5] and the games that use this model are usually referred to as freemium games.

  1. ^ Amazon may benefit as digital goods sales jump reuters.com, Fri Dec 23, 2011 11:32am EST
  2. ^ a b c Virtual Goods: the next big business model techcrunch.com, Jun 20, 2007
  3. ^ Sales of virtual goods boom in US news.bbc.co.uk, 10:32 GMT, Thursday, 22 October 2009
  4. ^ "Lucrative Alternatives to Online Advertising businessweek.com, October 23, 2008, 5:00PM EST". Businessweek.com. 2008-10-22. Archived from the original on October 27, 2008. Retrieved 2012-11-26.
  5. ^ Cite error: The named reference wiredwow was invoked but never defined (see the help page).

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Virtual goods

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Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader...

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Digital goods

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mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; workbooks; worksheets;...

Word Count : 742

Intangible good

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Digital goods such as downloadable music, mobile apps or virtual goods used in virtual economies are proposed to be examples of intangible goods. "Intangible...

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Virtual economy

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A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context...

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Skin gambling

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video games, skin gambling is the use of virtual goods, often cosmetic in-game items such as "skins", as virtual currency to bet on the outcome of professional...

Word Count : 9482

Social network game

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This is realized by monetize products that do not technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social...

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PlayerAuctions

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research estimates that approximately $1.4 billion (US) dollars of virtual goods are bought and sold by players around the world every year.[citation...

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World of Warcraft

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provided by Blizzard, World of Warcraft players often participate in the virtual community in creative ways, including fan artwork and comic strip style...

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Second Life

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compensation for loss of accounts and inventory virtual goods OR restoration of their accounts to sell their goods on the SL Marketplace. The settlement agreement...

Word Count : 13089

Cyworld

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acorns, which can be used to purchase virtual goods, such as background music, pixelated furniture, and virtual appliances. Cyworld also has operations...

Word Count : 4190

Dota 2

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subscription system called Dota Plus that offer non-gameplay altering virtual goods in return, such as hero cosmetics and audio replacement packs. The game...

Word Count : 14991

IMVU

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IMVU had approximately six million active players, and had the largest virtual goods catalog of more than 6 million items as of 2011. The business was previously...

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Virtual currency

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Virtual currency, or virtual money, is a digital currency that is largely unregulated, issued and usually controlled by its developers, and used and accepted...

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Cosmetic

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a topical product that is not a drug In-game cosmetics, video game virtual goods that generally offer no competitive advantage Cosmetic surgery Cosmetic...

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Chief digital officer

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sectors like mobile applications, social media and related applications, virtual goods, as well as web-based information management and marketing. The responsibilities...

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Virtual reality

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Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world...

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Chat room

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beyond just chat). Many such implementations generate profit by selling virtual goods to users at a high margin. Some online chat rooms also incorporate audio...

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IGE

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Entertainment) is a company that trades in virtual currency and accounts for MMORPGs. The company sold virtual goods for real money in more than a dozen popular...

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List of corporate titles

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sectors like mobile applications, social media and related applications, virtual goods, as well as web-based information management and marketing Chief diversity...

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Yoozoo Games

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exchange in 2014. Many of its games obtain revenue from the sale of virtual goods and the majority are developed in-house. Its most popular international...

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Microtransaction

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Microtransactions (mtx) refers to a business model where users can purchase in-game virtual goods with micropayments. Microtransactions are often used in free-to-play...

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Justin Waldron

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through virtual social goods." Zynga.org has since raised more than $20 million for more than 50 international nonprofits by occasionally selling virtual goods...

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Massively multiplayer online game

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2011). "Online games, social networks drive virtual goods". ZDNet. Retrieved 27 November 2014. "Virtual sales provide aid to poorer nations". BBC. 8...

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Steam Trading Cards

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trading, buying, and selling of virtual goods. Steam Trading was introduced in 2011, which allows users to trade virtual game items between each other....

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Hi5

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(July 13, 2010). "Hi5 raises $14M as it shifts into social games and virtual goods". VentureBeat. Takahashi, Dean (November 30, 2009). "hi5 recruits a...

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