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Bragg also acquired other virtual items from other avatars.
There are international precedents for giving virtual items real-world value in the courts.
Mr Kane says the value of virtual items traded hit $1 billion in 2006.
Trade in virtual items is now worth more than $100m each year.
Uhrman says well – as she would – while stressing that it's about more than freemium games selling virtual items.
How about bookings: that measure of how much people are actually spending on virtual items within each company's games?
Gamers spend a lot of money on virtual items, and invest time in building armed forces or gigantic warships.
Some companies are giving away virtual items, in exchange — they hope — for attracting and developing loyal customers.
It found that some 30-50% of customer-service calls concerned scams relating to real-world trade in virtual items.
At Gaia Online, users spend more than $1m per month on virtual items, says Craig Sherman, the firm's chief executive.
The six-week arrangement allowed coupons to be redeemed for virtual items on FarmVille and two other Zynga game sites.
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