Examples of using Virtual items in English and their translations into Vietnamese
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Colloquial
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Ecclesiastic
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Computer
but from purchasing virtual items, like weapons, taunts
Mid-tier' virtual items priced at $10 to $20 drive the free-to-play business, contributing 21.9 percent of purchases and 38.6 percent of revenue.
Apps offering‘loot boxes' or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.
Please be informed that it also allows you to purchase virtual items within app and may contain third-party advertisements that may redirect you to a third-party website.
This app allows you to purchase virtual items within the app and may contain third-party advertisements that may redirect you to a third-party site.
Apps offering‘loot boxes' or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase,” the guidelines said in section 3.1.1 on in-app purchases.
This has created a thriving underground gray marketplace where stolen virtual items, currencies, user credentials,
Get two FREE exclusive virtual items by visiting www. google. com/chromebook/offers: the Cicada Mask
blocking some gambling ads, such as those for services using virtual items worth real-world money, known as skins betting,
Dostavista was founded by Mike Alexandrovski, who wanted to create a mobile game where people could pick up virtual items and carry them across the city for some reward.
asset tokenization enables interoperability, letting players use their virtual items in multiple games.
Tinder, in its sole discretion, reserves the right to charge fees for the right to access or use Virtual Items and/ or may distribute Virtual Items with or without charge.
levelling up his character, he was more interested in buying and selling virtual items.
Video game publishers of free-to-play games rely on other means to generate revenue- such as optional in-game virtual items that can be purchased by players to enhance game-play or aesthetics.
The thing that really amazes me is that, today, people spend about eight billion real dollars a year buying virtual items that only exist inside video games.
stickers, Virtual Items(as defined and further explained in the“Supplemental Terms- Virtual Items Policy“) and other elements provided by Bytedance(“Bytedance Elements”) onto this User Content and transmit this User Content through the Services.
stickers, Virtual Items(as defined and further explained in the“Supplemental Terms- Virtual Items Policy“) and other elements provided by Bytedance(“Bytedance Elements”) onto this User Content and transmit this User Content through the Services.
Virtual Items have no real world value and cannot be redeemed for actual currency, goods or other items of monetary value, including in the event that you have unused Virtual Items remaining in your account at the time your account is closed, whether such closure was voluntary or not.
Virtual items(including characters and character names)
stickers, Virtual Items(as defined and further explained in the“Virtual Items Policy“) and other elements provided by Bytedance(“Bytedance Elements”) onto this User Content and transmit this User Content through the Services.