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Thursday May 23rd 2013

‘Virtual Goods’ Archives

Giants fans get to wear virtual Super Bowl rings

Giants fans get to wear virtual Super Bowl rings

The New York based augmented reality developer Goldrun has had quite a start in creating fun engagement platforms for projects ranging from The Smurf’s Movie to the new Ice Age film . However where they have made their biggest splash is in creating a fun environment for [Read More]

South Korea gives you 5 years in jail for real money trading in virtual goods

South Korea gives you 5 years in jail for real money trading in virtual goods

If you’re in Korea and you play World of Warcraft, Second Life, or any of the dozens of huge online games popular in that country, you’ll probably want to read this: According to the Korea Times, “Korea has decided to ban trade for commercial game items [Read More]

5 ways virtual goods are changing spending

5 ways virtual goods are changing spending

In the last 20 years, we have transformed from a society accustomed to purchasing goods at brick-and-mortar stores with cash and checks to consumers accustomed to making online purchases. The next wave of commerce — mobile commerce— is now growing by leaps and bounds. [Read More]

New research finds African-Americans biggest virtual goods buyers

New research finds African-Americans biggest virtual goods buyers

By 2012 eMarketer estimates the virtual goods market (US, in social games) will exceed $790 million; some other research indicates the virtual goods marketplace will generate billions for brands in the space. A new report from MocoSpace indicates which demographics are [Read More]

New study shows who buys virtual goods – broken down by ethnicity

New study shows who buys virtual goods – broken down by ethnicity

MocoSpace has put out an infographic looking at virtual goods purchases by ethnicity. This is based on the results of a study based on Americans by ethnicity, with data collected during June, looking at 40,000 mobile social gamers. The firm says the findings demonstrate [Read More]

Student turns $600 into $22,000 thru virtual wholesaling – read how he did it

Student turns $600 into $22,000 thru virtual wholesaling – read how he did it

Virtual Wholesaling student Tony Zamberlin was kind of enough to write up a quick case study on a recent deal of his … He’s a successful wholesaler at  http://nationwiderehabdeals.com/ I love these case studies as it gives you a chance to discover what it really takes [Read More]

Quiz – Where were 70% of all virtual goods sold last year?

Quiz – Where were 70% of all virtual goods sold last year?

  Pretty much every U.S. Internet start-up today has a social and mobile component to its business; it’s standard operating procedure in 2011. But a rising number of American companies also have a third focus of their growth strategies: China. “Going to China” is [Read More]

New study shows virtual goods market in Europe to triple

New study shows virtual goods market in Europe to triple

– Virtual goods market to triple in size across Europe to EUR1.9 billion by 2014 – UK virtual goods expected to double to GBP180.5 million by 2014 – UK has second largest virtual goods market in Europe The virtual goods market is expected to double in the [Read More]

PaymentOne passes $5 billion mark in virtual and mobile good services

PaymentOne passes $5 billion mark in virtual and mobile good services

PaymentOne, the pioneer in frictionless payment and carrier billing solutions, today announced the company surpassed $5 billion in micro-payment transactions and incremental revenue generation for its digital clients. PaymentOne enables publishers, application developers [Read More]

Marketers embrace virtual goods and the revenue they generate

Marketers embrace virtual goods and the revenue they generate

The popularity of social gaming has catalyzed tremendous growth in virtual goods monetization. Game developers, virtual worlds and social network providers are driving this economy, which is projected to grow substantially in the next several years. “Most of the growth in [Read More]

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Latest Topics

Cloud computing saves health care industry time and money

Cloud computing saves health care industry time and money

The cloud’s vast computing power is making it easier and less expensive for [Read More]

Internet addiction get closer to being classified as a mental illness

Internet addiction get closer to being classified as a mental illness

Think twice the next time you play a videogame or surf the Net: ‘Internet-use [Read More]

New ‘gamification’ school opens for kids in the classroom

New ‘gamification’ school opens for kids in the classroom

GameDesk, a nonprofit organization that develops game-based learning initiatives, has now [Read More]

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