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.
“While the UKIPO’s recent guidance provides welcome clarity on its current approach, the Office specifically notes the fast-moving nature of the technological landscape and the ongoing need to review ...
Roblox users who are subscribers of the company's upper-tier premium plans will be able to create and sell 3D goods along with the more conventional 2D assets that they were previously only allowed to ...
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 ...
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 ...
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 ...
The Trademark Office of the China National Intellectual Property Administration (“Chinese Trademark Office” or “the Office”) has recently approved a slew of marks filed for non-fungible tokens (“NFTs” ...
The IPI’s new approach recognises that, despite functional differences, virtual goods and services remain linked to their real-world counterparts in the minds of consumers. Register for free to ...
Yesterday’s announcement of the Apple Game Center was exciting news for serious iPhone OS gamers: it’s a defragmentation move by Apple to consolidate all of the many social gaming services like ...
As microblogging sites like Twitter search for ways to become profitable, services in Asia may have more options for making money, such as offering games and selling virtual goods, owners of those ...
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