Frieling, JensHorbach, Matthias2019-03-072019-03-072013978-3-88579-614-5https://dl.gi.de/handle/20.500.12116/20726In recent years the Internet has brought to the forefront an entirely new form of products: virtual goods. In a narrow sense these are digital items such as clothing for avatars. Unlike traditional digital goods (like musicfiles etc.) these objects live exclusively online in synthetic worlds such as Second Life or World of Warcraft and therefore may be consumed only on the internet. This article provides a practical overview on the virtual-goods-market and considers special characteristics of this young type of products. It is meant to be a short glance throughout diverse aspects of the phenomenon and associated research fields (e.g. legal aspects, new revenue models for online games, game-design-concepts and virtual consumption).enVirtual goods in online worlds: basics, characteristics and monetizationText/Conference Paper1617-5468