Thus, virtual goods and services have a certain monetary value associated with them.
This service can be used to purchase virtual goods in online games and social networks.
Sales of virtual goods and services reached one billion US dollars in 2009.
The company makes money by selling virtual goods inside its games.
Players then log into the game and transfer the virtual goods or currency.
One dotori costs 100 won, and they are used to purchase virtual goods.
The company also sells virtual goods and develops mobile social games.
If you look at any of the research out there, virtual goods are the path to a good revenue model.
Players pay for play time or virtual goods within the games, and the social networks take a cut of the sales.
The whole concept of virtual goods is just something I can't wrap my mind around.