Asia’s virtual masters eye Zynga’s real lunch
SAN FRANCISCO (Reuters) – A decade ago, a developer from Korean gamemaker Nexon threw a few lines of code together to create an image of a flower to present to his girlfriend, buying himself more videogame time as she sat impatiently by his side at an Internet cafe. And, so the industry legend goes, the "virtual good" was born. In the years since, digitally created items for games and social media – from beers on Facebook to weapons in role-playing worlds – have grown into a $15 billion globe-spanning business. . . .
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