virtual good
collocation in Englishmeaningsofvirtualand
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virtual
adjective
uk/ˈvɜː.tʃu.əl/us/ˈvɝː.tʃu.əl/
almost a particular thing ...
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goods
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(Definition ofvirtualandgoodsfrom theCambridge English Dictionary© Cambridge University Press)
Examplesofvirtual good
These examples are from corpora and from sources on the web. Any opinions in the examples do not represent the opinion of the Cambridge Dictionary editors or of Cambridge University Press or its licensors.
Zong payments are only accepted by online games and social networks, and the service can be used to purchase virtual goods.
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Other research estimates that approximately 30% of all gamers purchase virtual goods.
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Some of these companies sell multiple virtual goods for multiple games, and others sell services for single games.
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The first one is user generated micro-transactions and virtual goods.
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The company pioneered and evangelized the move for app developers away from advertising based monetization models toward micro-payment models and the sale of virtual goods.
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The company made money by selling virtual goods inside its games.
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In 2009, the market for games played on social networking sites was valued at $300 million, consisting mostly of online sales of virtual goods.
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The company makes money by selling virtual goods to users such as clothes for their in-game avatars.
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Initially, the idea of charging for virtual goods, as opposed to a subscription model with unlimited access, was greeted with skepticism.
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Virtual goods account for over 90% of all revenue generated by the worlds top social game developers.
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These games allow players to spend virtual currency to take in-game actions and purchase virtual goods.
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Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art.
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Thus, virtual goods and services have a certain monetary value associated with them.
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Some of its games derive revenue from the sale of virtual goods and many are licensed rather than developed in-house.
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Zynga.org has since raised more than $15 million for several international nonprofits by occasionally selling virtual goods for charitable causes.
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Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange.
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Heyzap later launched a virtual goods platform for flash games allowing developers to insert micro-transaction systems into their games and enables the games to be monetized.
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Metaverses can also be used to deliver virtual goods, but now making those virtual goods real again is possible.
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In-app purchases can be used to buy virtual goods, new and other mobile content and is ultimately billed by mobile carriers rather than the app stores themselves.
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Virtual goods are intangible by definition.
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These examples are from corpora and from sources on the web. Any opinions in the examples do not represent the opinion of the Cambridge Dictionary editors or of Cambridge University Press or its licensors.
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