Eight virtual goods companies raised $237 million from investors in the second quarter, Engage Digital announced today. Game companies are adopting virtual goods models as a way to monetize games.
As of March 31, 2025, Dbim had $4.5 million in cash and equivalents and $2.5 million in total liabilities. The company has generated free cash flow for the twelve months ended March 31, 2025, of $2.2 ...
Part II – User-Generated Content and In-Game Payment Models As in-game economies evolve, the complexity surrounding virtual goods and services, content creation, and payment structures deepens. As ...
The gaming industry has experienced unprecedented growth, with revenues projected to reach $321 billion by 2026. This surge is largely driven by the expansion of virtual economies, where digital goods ...
VentureBeat's Dean Takahashi says Apple's new virtual goods platform for the iPhone "will likely produce a bonanza of revenues for game developers and publishers." The new platform should go live this ...
Sales of virtual goods have a higher fraud rate than physical goods, WSJ's Ben Worthen reports. Plus, Yahoo shares were down sharply following the company's Q2 earnings report, which showed weakness ...
Emerging trends in consumer products – such as virtual goods and innovative food concepts – cannot be considered without taking trademark law into account. Two recent examples, Dubai chocolate and ...
The digital age has ushered in innovative forms of entertainment and commerce, including through the development of in-game economies. In recent years, the digital landscape of gaming has expanded ...
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