Venturebeat adds: "On top of that, those male gamers are responsible for 90 percent of virtual goods that are purchased inside the games." The article goes on to note the recent practices of selling in-game items for real-world currency in World of Warcraft and EverQuest, though no numbers are available regarding the gender parity of those who purchased such items. For the full article -- which naturally could not resist one not-so-subtle stab at the SOE network outage -- click on over to MSNBC's Technoblog.
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