2011年4月9日星期六

World Bank report finds virtual selling were in play more profitable are as "real" economy

A report on behalf of which entity has World Bank InfoDev shed fresh light on a fascinating aspect our brave new networked world: the virtual economy. The "third-party gaming services industry" - where enough but impatient have removed someone else player online play for them in exchange for monetary Belohnung--loops is one of the focuses of the study, mainly due to it that was 2009 and now serve a turnover in the region of $3 billion in the year as a primary source of income for an estimated 100,000 young People, especially in countries such as China and Viet Nam. Encouraging these findings is that most of the revenue from these transactions ended up in the country where the virtual value is created, contrasts that blatantly with some of the traditional international markets, for example, to the coffee beans, where the study estimates each year always makes it back to the country only $5.5 billion of market value of $70 billion. Research has also a fascinating look at the new phenomenon of Microwork, consists of the menial workers do the Web version with unskilled workers-reviewing images, bits of the text, find transcription until Facebook like (naughty!), etc - and could also be more employment opportunities for people in poorer countries. Better with the details known to receive, check the links below or click over to the break.web coverage

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