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PlaySpan lands $16.8 million in funding

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.

By November 25, 2008


Report: Women driving virtual good sales

Virtual goods aren't just for Orcs and Warlocks. Women over the age of 25 are the big spenders in virtual goods.

By July 21, 2010


Virtual goods revenue continues to climb

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?

By May 27, 2010


Measuring the sales of virtual goods

Virtual goods may be the savior of online gaming, but understanding the metrics and measurements will be key to consistent revenue streams.

By May 6, 2010


Virtual-goods resellers on the rise

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.

By October 28, 2009


Report: Virtual currency No. 1 digital goods purchase

Virtual currencies are taking off in free-to-play games and MMOs. Is this the path forward beyond online advertising?

By September 14, 2009


Study: More than 1 in 10 Americans buys virtual goods

Virtual goods are more pervasive than we may have thought. A new study shows that social games and networks are driving revenue.

By July 30, 2009


MMPORGs, microtransactions, and user experience

Microtransactions provide a potentially great way to place a value on services. But, providers must be transparent about how the goods affect the experience.

By July 16, 2009


Nearly $600 million in VC for virtual worlds

Companies behind virtual worlds garnered more than $594 million in venture investments in 2008, according to a new report.

By January 20, 2009


12-year-old founds gaming commerce start-up

Sixth-grader Arjun Mehta founded PlaySpan in his garage a year ago.

By September 20, 2007