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  • About one in 10 Americans reached into their wallets last year and spent an average of $30 on virtual goods, those pixelated swords, outfits and other non-real items used in online games such as Habbo and Club Penguin, according to a report released this morning by Frank N. Magid Assoc.Of the $1 billion projected spending worldwide on virtual goods this year, between $200 million and $250 million
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