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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… 
2012
2012
This study gives an outline of modern methods of willingness to pay (WTP) elicitation in the realm of private goods. The… 
2011
2011
Computer games have become an important socio-economic phenomenon. Millions of people play online games and game vendors… 
2011
2011
The popularity of virtual goods and currencies in online gaming is changing how people think and act about money. 
2007
2007
Despite the daily occurrence of theft within Massively-Multiplayer Online Role-Playing Games and virtual worlds, this type of… 
2006
2006
The paper starts with a description of the fundamental principles of modern Digital Rights Management Systems. This is the basis… 
2006
2006
Psychologists find real-world social rules mirrored in 'Second Life' interactions. 
2004
2004
The Internet and Copyright Law are particularly ill-suited to each other. One is designed to give as much information as possible… 
2004
2004
As an alternative to rigid DRM measures, ways of marketing virtual goods through multi-level or networked marketing have raised… 
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…