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  2. Virtual goods - Wikipedia

    en.wikipedia.org/wiki/Virtual_goods

    Virtual goods. Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. [1] Virtual goods are intangible by definition. [2]

  3. Virtual economy - Wikipedia

    en.wikipedia.org/wiki/Virtual_economy

    v. t. e. A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means ...

  4. Economy of Second Life - Wikipedia

    en.wikipedia.org/wiki/Economy_of_Second_Life

    The basis of this economy is that residents (that is, users, as opposed to Linden Lab) can buy and sell services and virtual goods to one another in a free market. Services include camping, working in stores, custom content creation, and other services. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin ...

  5. World Bank report finds selling virtual goods in games more ...

    www.aol.com/news/2011-04-09-world-bank-report...

    A report commissioned by the World Bank's infoDev unit has cast fresh light on one of the more fascinating aspects of our brave new interconnected world: the virtual economy. The "third-party ...

  6. The Chinese-American virtual trade gap - AOL

    www.aol.com/2010/03/17/the-chinese-american...

    The United States' well known trade imbalance with our future Chinese overlords is now reaching all the way into the virtual goods economy, where China has a 5-to-1 advantage over the U.S. in in ...

  7. Second Life - Wikipedia

    en.wikipedia.org/wiki/Second_Life

    Second Life is an online multimedia computing platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco –based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and ...

  8. Virtual goldmine: In-game goods fuel debate over digital ...

    www.aol.com/news/analysis-virtual-goldmine-game...

    The video games market is set to more than double in value to $300 billion by 2025, data and analysis company GlobalData estimates. Virtual goldmine: In-game goods fuel debate over digital ...

  9. Online shopping - Wikipedia

    en.wikipedia.org/wiki/Online_shopping

    An online shop evokes the physical analogy of buying products or services at a regular "brick-and-mortar" retailer or shopping center; the process is called business-to-consumer (B2C) online shopping. When an online store is set up to enable businesses to buy from another businesses, the process is called business-to-business (B2B) online shopping.