Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More Latin America’s virtual goods market is expected to grow to $517 million ...
“While the UKIPO’s recent guidance provides welcome clarity on its current approach, the Office specifically notes the fast-moving nature of the technological landscape and the ongoing need to review ...
The gaming industry has experienced unprecedented growth, with revenues projected to reach $321 billion by 2026. This surge is largely driven by the expansion of virtual economies, where digital goods ...
As of March 31, 2025, Dbim had $4.5 million in cash and equivalents and $2.5 million in total liabilities. The company has generated free cash flow for the twelve months ended March 31, 2025, of $2.2 ...
Yesterday’s announcement of the Apple Game Center was exciting news for serious iPhone OS gamers: it’s a defragmentation move by Apple to consolidate all of the many social gaming services like ...
Virtual goods are turning into a real business. A new study estimates that the total U.S. market size for virtual goods will hit $1 billion this year -- twice the 2008 amount. The report by Justin ...
Emerging trends in consumer products – such as virtual goods and innovative food concepts – cannot be considered without taking trademark law into account. Two recent examples, Dubai chocolate and ...
The Wall Street Journal's Sarah E. Needleman explains how the the mobile video game industry makes billions by perfecting the art of selling "virtual goods" for as little as 99 cents.
The number of gamers might be close, and if MocoSpace is to be believed, the amount of time they spend playing is also fairly equal, but there's still one area in mobile gaming where men outperform ...
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