The sale of virtual goods has been a popular model in Asia over the years, but North America and Europe have began to use this model more and more. DFC Intelligence recently partnered with Live Gamer to perform a study of nearly 5,000 gamers to analyze data on virtual goods sales from games released in Korea, U.S. Germany, Japan, the Philippines and Vietnam. The results of the study will be published later this week and examines a number of different aspects to virtual goods transactions in games and how it's being received by players. Click here to read the full press release.

Last Updated: Mar 13, 2016

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Stacy "Martuk" Jones was a long-time news editor and community manager for many of our previous game sites, such as Age of Conan. Stacy has since moved on to become a masked super hero, battling demons in another dimension.

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