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Virtual goods are proving to be an excellent source of new revenue for games. But is there enough substance to create sustainable revenue?
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.
Customization and game enhancements are likely candidates for virtual goods. Real world revenues for online goods continue to grow.
Virtual worlds and social networks are looking to monetize users through virtual goods. Viable strategy or the Internet version of the pet rock?
If someone gave me a virtual cupcake instead of a real one they should expect a real-world smackdown.