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Virtual goods

Known as: Virtual good 
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… 
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Papers overview

Semantic Scholar uses AI to extract papers important to this topic.
2012
2012
The debate covered in this paper gravitates around the intangible nature of virtual goods – many people consider them worthless… 
2011
2011
Computer games have become an important socio-economic phenomenon. Millions of people play online games and game vendors… 
2011
2011
This article presents pioneering research on measuring virtual wealth in an open virtual world for diagnosing the health of… 
2011
2011
The popularity of virtual goods and currencies in online gaming is changing how people think and act about money. 
Review
2010
Review
2010
Purchases of in-game virtual goods in digital environments have been growing rapidly. With the rise of social networks like… 
Review
2009
Review
2009
With the activities in the online virtual world becoming more and more complex, online virtual world seems to have developing… 
2008
2008
Sharing multimedia among friends and acquaintances is a common practice that, in appropriate settings, need not be detrimental to… 
2006
2006
The paper starts with a description of the fundamental principles of modern Digital Rights Management Systems. This is the basis… 
2004
2004
The Internet and Copyright Law are particularly ill-suited to each other. One is designed to give as much information as possible… 
1970
1970
Whilst 2008 saw the emergence of the virtual worlds sector, 2009 has to be called the year of the virtual good. With online…