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.
^Amazon may benefit as digital goods sales jump reuters.com, Fri Dec 23, 2011 11:32am EST
^ abcVirtual Goods: the next big business model techcrunch.com, Jun 20, 2007
^Sales of virtual goods boom in US news.bbc.co.uk, 10:32 GMT, Thursday, 22 October 2009
^"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.
^Cite error: The named reference wiredwow was invoked but never defined (see the help page).
Virtualgoods 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...
mobile apps; cloud-based applications and online games; virtualgoods used within the virtual economies of online games and communities; workbooks; worksheets;...
Digital goods such as downloadable music, mobile apps or virtualgoods used in virtual economies are proposed to be examples of intangible goods. "Intangible...
A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtualgoods in the context...
video games, skin gambling is the use of virtualgoods, often cosmetic in-game items such as "skins", as virtual currency to bet on the outcome of professional...
This is realized by monetize products that do not technically exist. Virtualgoods account for over 90% of all revenue generated by the world's top social...
research estimates that approximately $1.4 billion (US) dollars of virtualgoods are bought and sold by players around the world every year.[citation...
provided by Blizzard, World of Warcraft players often participate in the virtual community in creative ways, including fan artwork and comic strip style...
compensation for loss of accounts and inventory virtualgoods OR restoration of their accounts to sell their goods on the SL Marketplace. The settlement agreement...
acorns, which can be used to purchase virtualgoods, such as background music, pixelated furniture, and virtual appliances. Cyworld also has operations...
subscription system called Dota Plus that offer non-gameplay altering virtualgoods in return, such as hero cosmetics and audio replacement packs. The game...
IMVU had approximately six million active players, and had the largest virtualgoods catalog of more than 6 million items as of 2011. The business was previously...
Virtual currency, or virtual money, is a digital currency that is largely unregulated, issued and usually controlled by its developers, and used and accepted...
a topical product that is not a drug In-game cosmetics, video game virtualgoods that generally offer no competitive advantage Cosmetic surgery Cosmetic...
sectors like mobile applications, social media and related applications, virtualgoods, as well as web-based information management and marketing. The responsibilities...
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...
beyond just chat). Many such implementations generate profit by selling virtualgoods to users at a high margin. Some online chat rooms also incorporate audio...
Entertainment) is a company that trades in virtual currency and accounts for MMORPGs. The company sold virtualgoods for real money in more than a dozen popular...
sectors like mobile applications, social media and related applications, virtualgoods, as well as web-based information management and marketing Chief diversity...
exchange in 2014. Many of its games obtain revenue from the sale of virtualgoods and the majority are developed in-house. Its most popular international...
Microtransactions (mtx) refers to a business model where users can purchase in-game virtualgoods with micropayments. Microtransactions are often used in free-to-play...
through virtual social goods." Zynga.org has since raised more than $20 million for more than 50 international nonprofits by occasionally selling virtual goods...
trading, buying, and selling of virtualgoods. Steam Trading was introduced in 2011, which allows users to trade virtual game items between each other....
(July 13, 2010). "Hi5 raises $14M as it shifts into social games and virtualgoods". VentureBeat. Takahashi, Dean (November 30, 2009). "hi5 recruits a...