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Specialist in digital microtransactions and payment services adds $16.8 million to its coffers for international expansion, to be used toward expanding its operations in Europe and Asia.
Virtual goods aren't just for Orcs and Warlocks. Women over the age of 25 are the big spenders in virtual goods.
New data shows that users are still buying virtual goods. Will this trend continue or will users eventually tire of constantly paying for in-game goods?
Virtual goods may be the savior of online gaming, but understanding the metrics and measurements will be key to consistent revenue streams.
As the sales of virtual goods grow, so do the people who wish they had their real money back in their pocket. A new report confirms that gamers are reselling virtual goods for real cash.
Virtual currencies are taking off in free-to-play games and MMOs. Is this the path forward beyond online advertising?
Virtual goods are more pervasive than we may have thought. A new study shows that social games and networks are driving revenue.
Microtransactions provide a potentially great way to place a value on services. But, providers must be transparent about how the goods affect the experience.
Companies behind virtual worlds garnered more than $594 million in venture investments in 2008, according to a new report.
Sixth-grader Arjun Mehta founded PlaySpan in his garage a year ago.