A new campaign is poised to ease the guilt that comes from spending hours on FarmVille. Now, as users of the Facebook game harvest virtual crops and t...
As people increasingly choose virtual games over real playing fields, the electronic innards of computers everywhere are gradually blurring the lines between reality and virtuality.
A few weeks ago it was announced that social gaming powerhouse Zynga, who makes its money primarily through the sale of virtual goods, had a higher va...
When it comes to online and digital distribution of goods, I'm often confronted with the question of whether consumers are willing to pay for content. It surprises me, on many fronts, that such a question persists -- yet it does.
I went in search of what would be this year's Farmville: a game so game-changing that its maker Zynga (only two years old) has earned a valuation between four and five billion dollars.
One of the fastest growing sections of the gaming economy is casual gaming, with an audience that's predominately female and typically older than the "traditional" gaming crowd.
Game developer Zynga has raised over $1 million for Haiti relief efforts through special virtual products available through their Farmville and Mafia ...
A Dutch court confirms the obvious: virtual goods, such as Facebook gifts or World of Warcraft gold, are real goods. And if you steal them, it's theft...