Examples of using Virtual goods in English and their translations into Chinese
{-}
-
Political
-
Ecclesiastic
-
Programming
By tweaking the same model for shorter-duration experiences, developers were able to build an entirely new base of casual virtual goods consumers.
New study from Magid and PlayFirst shows 69 percent of tablet owners regularly play games on their tablets; 31 percent buy in-game virtual goods.
Every day, in 12-hour shifts, they kill monsters and harvest"gold coins" and other virtual goods that they can sell to other online gamers.
Similar to most of its international counterparts, it also plans to sell virtual goods to monetise its platform going forward.
The NAGA COIN is a decentralized cryptocurrency used for both trading and investing in financial markets, virtual goods, and other cryptocurrencies.
Zynga's popularity and approach to money-making are even clearer: It sells virtual goods that players use in the company's online games.
About 62 percent of North American virtual goods sales are facilitated by PayPal or credit cards.
Ling Fengqi believes that the digital trading platform trades encrypted virtual goods, and the prices are independent and can be freely filled.
However, in-game virtual goods have limited application, and game users are dependent on the game creators to not change the game rules.
Ling Fengqi believes that digital trading platform trades encrypted virtual goods, and rates are independent and can be freely filled.
Tencent, the China internet portal, generated $719m last year selling low-cost virtual goods.
However, in-game virtual goods have limited application, and game users are dependent on the game creators to not change the game rules.
IMVU has the world's largest virtual goods catalog of more than 20 million items, most of which are created by members.
Over 69 percent are interested in converting their virtual goods into tokens they could then exchange for other cryptocurrencies.
Residents create more than 250,000 new virtual goods every day-- from clothing to vehicles to buildings to automatic language translators and more.
They're platforms for selling all kinds of lucrative services such as games and virtual goods such as coupons and stickers.
In China, content creators are leveraging WeChat and increasingly live video apps to sell merchandise and generate revenue off virtual goods transactions.
I'm not against the concept of virtual currency- it's as real as virtual goods, and video games.
This means the app could also support virtual goods such as loyalty reward points and equities.
So far, the mobile payments industry in the U.S. mostly consists of buying-and-selling digital goods, such as music, or virtual goods in Facebook games.