Real-money online-gambling companies have to abide by strict regulations to protect players. Should social-casino-game makers be under the same restrictions?
The older you are, the more likely you are to buy virtual goods in mobile social games. That’s the conclusion of a survey by mobile gaming community MocoSpace.
Zynga co-founder and chief executive officer Mark Pincus said today that his company could double its number of paid subscribers.
Visa announced V.me today, a PayPal-like online payments system, along with a new developer center encouraging developers to actually use it.
Zynga made some changes to its accounting and disclosed new stock repurchases, setting off alarm bells at one analyst firm that studies the value of private companies.
Blizzard Entertainment’s next highly-anticipated online game, Diablo 3, won’t come out until early next year, the company’s chief executive Mike Morhaime said Friday.
Editor's Pick The beta for Blizzard Entertainment’s next potential hit, Diablo 3, finally landed yesterday. We got a chance to blitz through the beta with each of the character classes and try out just about everything available, and it looks like Blizzard Entertainment has hit all the right buttons.
Iconicfuture believes in the virtual future. The German startup hopes to be a matchmaker that puts together the owners of brands with developers who want to use branded virtual goods in their online games. It is doing so by setting up a digital marketplace where licensors and licensees can cut a deal.
U.S. virtual goods revenue on Facebook is expected to grow 32 percent in 2012 to $1.65 billion, according to a new report by Inside Network.
Initial invitations to join the beta testing program for Blizzard Entertainment’s Diablo 3 game are finally making the rounds to Battle.net account holders.
Blizzard Entertainment chief executive Mike Morhaime said today the company is still not committing to a 2011 release date for Diablo 3, one of its most hotly anticipated titles.
World of Warcraft maker Blizzard Entertainment today unveiled an auction system for selling in-game items for real-world currency in its latest multiplayer game, Diablo 3.
More than 12 million unique users pay for virtual goods each month, according to data released for the first time today by digital payments vendor PayPal.
Live Gamer, a game e-commerce infrastructure firm, has acquired Brandport and GamerDNA as part of a move into the game advertising business.
Team Fortress 2, a colorful team-based online first-person shooter game, will be free to download and play and will generate revenue through in-game transactions, game developer Valve announced today.
Given the stereotype of how much women love shopping, you’d expect them to be the biggest spenders online. And women are indeed fueling purchases at sites such as Gilt Groupe. But when it comes to purchases of virtual goods in mobile social games, men outspend women by 9 to 1, according to a survey by MocoSpace.
The Guardian is reporting that prisoners in labor camps in China were forced to play online games like World of Warcraft in 12 hour shifts in order to earn virtual credits, currencies and goods which could then be sold by the guards. Prisoners who did not meet their quotas were beaten.
Live Gamer has partnered with payment provider Skrill to provide worldwide monetization options for online game publishers. The combined offering makes it easier for game publishers to launch games with Live Gamer’s virtual goods platform and Skrill’s Moneybookers payment system.
MMGN.com, a video gaming website in Australia, is launching an online marketplace where gamers can sell virtual goods across multiple video games, the site’s founder told VentureBeat.
Latin America’s virtual goods market is expected to grow to $517 million in revenues by 2012, according to a market study by SuperData Research and PlaySpan.
Visa has agreed to buy virtual goods company PlaySpan for $190 million in a big move into the market for digital goods.
Sales of virtual goods and prepaid game cards grew steeply on Black Friday and the Thanksgiving weekend compared to a year ago. That means that online gamers are increasingly embracing opportunities to spend their real money on virtual goods for online games.
Paypal announced earlier this week that it had partnered with Facebook and other websites to launch a new micropayment service for virtual goods. At the time of the announcement, it was unclear how the new offering would effect existing virtual goods payment systems such as Facebook Credits. Now PayPal’s vice president of global product strategy, Sam Shrauger, says the new micropayment offering won’t cause any significant changes to those existing systems; it will just provide an additional payment method.
Virtual goods are becoming pretty real on the iPhone. Revenue from the sale of virtual goods is now overtaking ad revenue on the iPhone, according to analytics and monetization firm Flurry.
Want FarmVille Cash with that?
PlaySpan is turning itself into a one-stop shop for e-commerce and payments for online games, social networks, and video sites.
Are your friends loading up on tractor fuel in FarmVille, the most popular social game on Facebook? If so, you might understand this prediction: the U.S. virtual goods market is expected to hit $2.1 billion in revenues in 2011.
Social games are the rage these days, but making money from them isn’t easy. Gamers play these titles for free, but Adknowledge is figuring out how game publishers can wind up making money from 100 percent of the players.
Target announced this morning that it will be selling Facebook Credits gift cards starting Sunday, September 5, through its 1,750 U.S. retail stores and on Target.com. The gift cards will be available in values of $15, $25, and $50.
About 20 percent of the U.S. population has played a game on a social network in the past three months, according to market researcher NPD Group.
Virtual goods have become a runaway industry as gamers the world over show they’re willing to pay real money for virtual room decorations, pets, swords and cars. Now a startup called Mixamo is betting that gamers will pay for virtual movement, too.
Someday, it may be better to be in the virtual goods business than the real goods business. PlaySpan is demonstrating that as it announces today that it has raised $18 million from Vodafone and SoftBank for its virtual good and monetization platform.
Skype disclosed in its filing for an initial public offering today that less than 7 percent of its users actually pay for Skype calling services. Just 8.1 million of its 124 million users take advantage of SkypeOut, paying a small amount of money to make calls to landlines.
Social gaming firm Mentez has raised a round of funding to build games for the Latin American market and Brazil.
Former Skype chief executive Michael van Swaaij has led a $2 million round of funding for SupersonicAds, the newest kid on the block in the online game offer business.
Facebook is shuttering its virtual goods store after three years and is focusing on building out its Credits online payments system. The Credits system will give third-party companies who run games and other applications on Facebook a uniform currency for selling virtual items on the social network.
Zong, a mobile payments startup that helps social gamers buy virtual goods, raised $15 million from Matrix Partners. The company, which started off as a division of Echovox and rode the wave of the booming virtual-goods industry, has now spun-off as an independent enterprise. It’s also cemented a long-in-the-works deal to be the mobile payments provider for Facebook’s new virtual currency Credits.
Although best-known for sucking in about 70 million people to become online farmers and crop-growers in its Farmville game, Zynga has also started using virtual goods to raise money for different social causes. The company launched a “Sweet Seeds” initiative last fall, in which users can purchase special sweet potato seeds and send 50 percent of the proceeds to two non-profit organizations in Haiti. The program ended up raising more than $1 million for children in the country.