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“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 ...
Part II – User-Generated Content and In-Game Payment Models As in-game economies evolve, the complexity surrounding virtual goods and services, content creation, and payment structures deepens. As ...
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 ...
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 ...
The Trademark Office of the China National Intellectual Property Administration (“Chinese Trademark Office” or “the Office”) has recently approved a slew of marks filed for non-fungible tokens (“NFTs” ...
The registration of trademarks related to virtual goods and NFTs has been an international hot topic for many months. Consequently, many brand owners have been lining up to extend the protection of ...
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 ...
As microblogging sites like Twitter search for ways to become profitable, services in Asia may have more options for making money, such as offering games and selling virtual goods, owners of those ...
The “cyber Lunar New Year” trend is popular among younger generations in China, which includes burning digital incense, purchasing virtual goods, and using AI-generated characters for companionship ...
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.