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The game was simply just not worth paying for to 35% of the unsatisfied children and 18% of them also felt that in-game microtransactions were not worth paying for either. [66] Ultimately, children feel that spending money on microtransactions has become the norm and an expectation when playing modern video games. [68]
The Game Industry Promotion Act is a law that aims to promote the development of the video game industry while also protecting consumers from being manipulated. Under this act, the South Korean government has the power to conduct regular inspections on companies to ensure compliance.
The term micropayment or microtransaction is sometimes attributed to the sale of virtual goods in online games, most commonly [citation needed] involving an in-game currency or service bought with real world money and only available within the online game.
Microtransactional models have emerged in part with the rising popularity of online gaming and connectivity, promising ongoing revenue streams that offer new ways to structure game design and ...
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Nintendo president Satoru Iwata recently made a surprising announcement during the company's latest investor conference regarding the company's mobile development and microtransactions business ...
In 2010, a virtual space station in the game Entropia Universe sold for $330,000. [12] The popular, free-to-play video game Fortnite: Battle Royale generated more than $1 billion in revenue across all platforms. This revenue comes entirely from in-game purchases, which — in Fortnite ' s case — offer no competitive advantage to the game. [13]
Downloadable content (DLC) [a] is additional content created for an already released video game, distributed through the Internet by the game's publisher. It can either be added for no extra cost or it can be a form of video game monetization, [1] enabling the publisher to gain additional revenue from a title after it has been purchased, often using some type of microtransaction system.