The document discusses virtual goods and how they generate real revenue. It notes that a Chinese portal generates 65% of its $500 million revenue from virtual goods. A Korean gaming company reported $230 million in revenue with 80% from in-game items. Virtual goods allow people to project social gestures and values onto online communities. A case study on Dogster found that its 500,000 members have sent over 50 million virtual gifts in the past two years to express friendship, support, and gratitude.