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Outsourcing your 'Warcraft' skills
February 6, 2007
A growing group of companies will for a fee take over players' virtual identity and help them get to the top of the heap.
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Making virtual worlds more lifelike
June 8, 2006
PARC researchers study challenges in creating satisfying face-to-face avatar and other interactions.
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Real cash for virtual goods
February 8, 2005
Some online games are bucking trends by letting players buy and sell goods and services for real money. The results are fascinating. Images: Getting their game on
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Sony scores with Station Exchange
August 25, 2005
After only 30 days, the online marketplace does surprisingly well as a one-stop shop for "EverQuest II" virtual goods.
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The winning ways of 'Warcraft'
September 7, 2006
In a rare public appearance, Blizzard Entertainment's head designer explains what made the online game a hit.
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Electronic Arts Inc.
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