All Virtual: An Economy of Goods & Services Exchange
ABSTRACT More than 2.5 billion human beings are direct or indirect users of platforms that constitute the bases of the virtual economy. “The virtual economy
ABSTRACT More than 2.5 billion human beings are direct or indirect users of platforms that constitute the bases of the virtual economy. “The virtual economy
A business and technical approach eSports arenas are physical venues where athletes compete for the goal of winning a title or a championship in a
ABSTRACT The Metaverse is the new technology that Mark Zuckerberg announced publicly on October 28, 2021. It is supposed to substitute the Internet as we
FiPME — the Estonian company First international Play Money Exchange has been acquired by Swiss Holding Cow Level AG. FiPME is the next generation exchange
In today’s Digital World, it is somewhat old news that there is a rising economic value for virtual or in-game goods and commodities. You know,
In our previous article, we examined the problems you’d face if you want to buy or sell ingame items. And given how many problems there
Most of the ingame item shops are so time and cost inefficient that they impede the ingame goods from flowing to where they’re most needed
As explained in our previous article, games conquer us so easily because they let us fulfill our basic needs in a way that brings us
If the gaming industry’s core is a game, the gamers are its main driver. But today, the notion “gamer” can relate to roughly ⅓ of
The gaming industry is growing at several times the rate of the overall world economy and at the center of it all sits the game.