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 ABSTRACT eSports arenas are physical venues where athletes compete for the goal of winning a title or a championship in
ABSTRACT The paper summarizes the evolution of eGames and eSports from their appearance until now. In this regard, it focuses on the contribution of VR
ABSTRACT eSports are gradually generating more and more revenues, COVID-19 pandemic brought a supplementary boost. Major sports clubs started in recent years eying seriously the
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
Picture Angela Merkel © Raimond Spekking / CC BY-SA 4.0 (via Wikimedia Commons) PM Germany invests 250 Million Euro into gaming Gaming is booming. In
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,
The world of gaming, which is ripe with inconsistencies that have been plaguing both the buyers and the publishers, is undergoing a sea change. With
We live in a crazy world. Where everything shifts digital and everything is possible all in a sudden. Would you expect Formula 1 drivers to