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Universal Digital Currency

ynet הפלייסטיישן 4: כדור בשם אורביס? לפי מספר השמועות שקונסולות הדור הבא מייצרות, אפשר לחשוב שעומדים להכריז עליהן בשבוע הבא. הנוכחית היא ממקור "אמין, שסיפק בעבר מידע מדויק" של אתר Kotaku. על פי השמועה, ה-PS4 נקראת כעת בשם הקוד Orbis, "כדור" או "מעגל" בלטינית. הקישור Orbis.SCEDev.net אכן מוביל לאתר של סוני שפונה למפתחים, עד כמה שניתן לראות בזה חיזוק לטענה. עוד ב-Games ה-Orbis מבוססת על מעבד ראשי מ-AMD וגם מעבד גרפי של AMD, מסדרה 7000 - סדרת המעבדים המתקדמת ביותר של החברה כרגע. המקור גם טוען שלוח הזמנים של פיתוח הקונסולה אגרסיבי, ובנוי על ההנחה שסוני תשיק אותה כבר בסוף 2013. עם המעבר לארכיטקטורת חומרה חדשה בעבורה, ממשיך המקור, סוני לא מתכוונת להשקיע בתאימות לאחור למשחקי PS3 מבוססת מעבד ה-Cell המורכב. Casual Connect Europe Jesse Holt is a prolific sound designer, music producer and composer who has been creating one-of-a-kind audio for casual games since 1999. He is also a proud co-founder of the Game Audio Alliance. He has produced a wide variety of music heard not only by tens of millions in video games, but also on radio and television and recently in the short film SHUFFLE which premiered at the Seattle International Film Festival in 2010. [Email Jesse] Craig Robinson is Co-founder and President of Absolute Hero, an independent game studio creating casual games for the web and mobile devices using HTML5. Fernando Labarthe is a young sound designer/composer in the greater Seattle area. Nick Thomas began his professional career in the music industry as an engineer/mixer for a long list of platinum artists such as Destiny's Child, Celine Dion, and Carlos Santana. Aaron M.

Report: Women driving virtual good sales | Software, Interrupted Set to be released later today, the latest Digital Goods Spending Report by analyst firm VG Market and in-game monetization provider Playspan, shows that the burgeoning market for virtual goods is still just scratching the surface of the enormous opportunity ahead. July's report reveals that 75 percent of the respondents (a sample size of 2,221 respondents was polled) have used real-world money to pay for virtual goods, and that roughly half expect to continue to spend about the same amount of real-world cash over the next 12 months. Additionally, women over the age of 25 are stepping up their games and spending more than everyone else. When looking at the median spent on first-party purchases within social-network games, the average female spent $55 dollars, compared to only $30 for males. Females also spent twice as much ($50 compared to $25) when comparing purchases of in-game currency and the median overall expenditure was higher for females than males, at $80 to $60, respectively.

Growing acceptance for virtual goods boosts annual sales to $2.3B, says study Consumers purchased more than $2.3 billion in virtual goods from online games, digital media, and social networks in the U.S. last year -- up from $1.8 billion in 2009 -- according to a study from research firm Frank N. Magid Associates. The new study found that one in four U.S. consumers (between the ages of 15 and 24) purchased a virtual good in 2011, double the percentage that Magid recorded when it last conducted its survey for the market in 2009. "Purchasing virtual goods is truly becoming a mainstream activity as far as consumer entertainment behaviors are concerned," says Magid Advisors president Mike Vorhaus. His company was commissioned to conduct the survey by virtual goods monetization firm and Visa subsidiary PlaySpan. Among those polled, gamers were the most receptive to purchasing virtual goods, as 35 percent of them bought a virtual good in 2011, which is up by around 50 percent compared to 2010.

Who’s buying apps and virtual goods This year’s GDC was packed with juicy data on virtual goods sales. Peter Warman from Newzoo showed that in 2011, revenues from freemium games revenue dramatically increased in the holiday season just as packaged goods games games do; however, revenue remained at that high point after the holiday was over, rather than tapering off in the new year. He suggested that this is because under the games on a service model, players don’t pay a one-off fee but spend gradually over time. Your Mom spends even more on virtual goods than you do Playspan also brought some interesting figures to the conference, based on their market research surveys. 2/3 of virtual goods purchasers are young and male, but when looking at the amount of money spent in a year by people who purchase virtual goods, women in their 50s lead that pack, spending over $100 a year on average. About Zoya Street I’m responsible for all written content on the site.

NIGP Code The classification system was developed in the mid 1980s as a result of efforts by public procurement officials in Texas, Oklahoma, Florida, Illinois and other states, cities and counties to provide a mechanism to classify the products and services that used in public procurement. Led by Homer Forrestor, the Director of General Services in Texas, the group produced the initial codeset in 1983. The copyright for the data file was transferred to the National Institute of Governmental Purchasing (NIGP)and the NIGP Code was born. NIGP appointed Periscope Holdings, Inc., as the custodian of the NIGP Code in 2001. The NIGP Code is most commonly used to classify vendors and to track spend data for use in strategic sourcing and spending analysis. NIGP Code structure[edit] The NIGP Code is structured as follows:[1] 3-Digit Class Code The 3-Digit class Code has a brief general description. 5-Digit Class-Item Code The 5-Digit class-item Code is an expanded version of the 3-Digit class Code.

Product (business) Digital goods or e-goods are intangible goods that exist in digital form.[1] In electronic commerce, digital goods is a term used to describe any goods that are stored, delivered, and used in electronic format. Digital goods can be obtained through e-mail or downloaded online.[2] Examples include digital media, such as e-books, downloadable music, internet television and streaming media; fonts and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; online casino tokens; electronically traded financial instruments; downloadable software and mobile apps; cloud-based applications and online games; and virtual goods used within the virtual economies of online games and communities. Digital goods has promoted a more greener way of living. Special legal concerns regarding digital goods include copyright infringement and taxation. Types of Goods[edit] Applications eBooks Music Complications[edit] Taxes[edit] Marketplaces[edit]

Appendix: Digital Goods Taxation: The Legal Framework | STOP THE DOWNLOAD TAX! | Unfair Download Taxes Facebook Could Make $250M From Virtual Goods Next Year Updated. The American market for virtual goods will grow 31 percent to $2.1 billion in 2011, according to a new report from Inside Network. A huge driver of recent growth has been the social games sector, which “came out of nowhere” as co-author Charles Hudson put it. He said that virtual goods sold in social games are set to already account for 40 to 50 percent of the market, or at least $840 million in 2011, and that Facebook is responsible for “pretty much all of social.” Many social game makers such the biggies – Zynga, CrowdStar, Playfish and Playdom – are transitioning to using Facebook’s Credits payments system, from which Facebook takes a 30 percent cut of all sales.

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