Though the real world economy might be experiencing a significant downturn, an article in the NY Times assures us that businesses dealing in virtual goods are doing just fine.  We were staggered to learn that estimates place annual worldwide revenues for this fledgling industry at $1.5 billion, most earned from customers making purchases that range from $0.50 to $5.  These “products” include online games and other applications as well as clothing and accessories to make online representations of yourself more appealing.

This content is available for Premium Subscribers only.
Already a subscriber? Log in