5 Results for


Narrow your search

Content Type

Virtual goods expected to hit 20 percent of game revenue

Virtual goods are proving to be an excellent source of new revenue for games. But is there enough substance to create sustainable revenue?

By April 16, 2010


Virtual goods funding tops $69 million in first quarter

Providers of virtual goods and transaction platform raised more than $69 million in the first quarter of 2009. Somewhere in that money there is a real business model.

By June 14, 2009


Biggest sellers in the virtual world

Customization and game enhancements are likely candidates for virtual goods. Real world revenues for online goods continue to grow.

By May 6, 2009


Virtual goods bubble looming?

Virtual worlds and social networks are looking to monetize users through virtual goods. Viable strategy or the Internet version of the pet rock?

By December 11, 2008


The virtual goods economy is booming

If someone gave me a virtual cupcake instead of a real one they should expect a real-world smackdown.

By October 10, 2008