Examples of using Virtual items in English and their translations into Indonesian
{-}
-
Colloquial
-
Ecclesiastic
-
Computer
-
Ecclesiastic
About 3 to 5 percent of players are buying in-game virtual items with real money.
not limited to in making available virtual items by using the Service;
IMVU includes the game money to modify the appearance of a character or purchase virtual items in the store with a wide variety of products.
letting players use their virtual items in multiple games.
It is the top games publisher on Facebook and its revenue mainly comes from selling virtual items such as tractors
Its main source of revenue is selling virtual items such as tractors
When you purchase a license to access digital content or virtual items, you will be given an opportunity to consent to delivery at the time of purchase.
with the company making money from selling virtual items within apps, such as a townhouse in“CityVille”
other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.”.
and trade virtual items.
modify and/or eliminate such Virtual Items as we see fit in our sole discretion,
Except as otherwise prohibited by applicable law, Virtual Items obtained by you are licensed to you, and you acknowledge that no title or ownership in or to Virtual Items is being transferred or assigned to you.
to purchase virtual items and power-packs of games with added incentives such as lower pricing structure
stickers, Virtual Items(as defined and further explained in the“Supplemental Terms- Virtual Items Policy“) and other elements provided by Bytedance(“Bytedance Elements”)
such as those for services using virtual items worth real-world money, known as skins betting,
In general, if your game uses a built-in monetary system using virtual items for player progression or if you reward the player with virtual items, your app is probably a good fit for video advertisements.
stickers, Virtual Items(as defined
GHG may limit the total amount of Virtual Currency or Virtual Items that may be purchased at any one time,
A study by World Asset eXchange shows that“62% of gamers feel having the flexibility to transfer virtual items from game to game would make spending money on those items more worth it,” making this yet another pain point addressed by blockchain.
permitting gamers to trade virtual items amongst themselves in-game and though it was banned by the game's designer to also sell online products per other on eBay.