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 Tema posta: Re: NIKE FREE latest date of reference-making production layout
PostPoslato: Pet Apr 05, 2013 10:47 am 
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Pridružio se: Pet Apr 05, 2013 10:46 am
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"RMT" was "Real Money Trading" (* SPAM * transactions) acronym, which uses * SPAM * to * SPAM * in-game virtual currency, virtual equipment or fictional characters. Back in the 80 's of the last century, RMT, is now available in the online NEXON POINT rmt game. United States online game producer Jessica Mulligan recalled, she saw one of the earliest RMT are the gems of Legends II (Gem Stones II), a player based on 2000 dollars for a role in the next game. That was in 1989. 18 years later, back in 2006, * SPAM * transactions we find online 信長 RMT games in China reached an astonishing size and impact on the game is becoming increasingly visible. A year ago, 17,173 China market survey shows that online gamers in China to cashtransactions accounted for 58.99%, without players involved in * SPAM * transactions, * SPAM * transactions may be conducted after the 17.54% said. By the year 2006, this data has changed significantly. According to the just released 2006 years the Chinese online gaming market research, Blade&Soul RMT players in the game have been * SPAM * transactions had increased to 83.7%, with turnover in excess of 500 Yuan accounted for 29.4%. In the eyes of many people, * SPAM * transaction of virtual goods has become an integral part of the game, people's attitude towards RMT more and more tolerant, that underground RMT in China is evolving into a small "industry", from the production, promotion to sales, has formed a complete industrial chain. Meanwhile, some strictly prohibited such acts in the past game manufacturers have begun to acquiesce, help, and even join the ranks of the RMT. Official RMT--that is, we often say that "free" income for operators is also striking. According to announced at the third annual China game industry annual Conference of the China game industry report 2006-2006 operating online games, 84% with the free model, revenues by about 60% per cent of China's online gaming market revenue.


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