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Virtual Currency

Virtual currency in an app or game is a digital unit, such as coins, gems or credits, used within that service to buy digital items or features. Users may earn or purchase it, but its cash value, transferability and refund rules depend on the product terms and law.

From the Money Master HQ dictionary, founded by Shihan Sheriff (FCMA, VP of Finance at Nomod, CFO at Esanjo Ventures). How these definitions are written.

What it means

An app may ask a player to buy a bundle of gems with real money, and the player later spends gems on features or cosmetic items, so the two-step price can make the underlying cash cost less obvious. A fictional game sells 500 tokens for a stated amount and a costume costs 120 tokens, so a customer needs to work out the effective price and what happens to unused tokens.

Not every unit is purchased, since games may award credits through play, promotion or subscription, and purchased and earned balances can have different rules. A fictional user earns points after completing levels, and those points can open a theme but are not automatically redeemable for cash.

The word currency does not make a token legal tender or a bank deposit, because most in-app units work only under a platform's terms and should not be assumed transferable to another game. When a fictional customer closes an app account with unused gems, whether a refund is possible depends on the contract and applicable consumer law, not the balance label.

Exchange rates may vary by pack size, since a bigger pack can lower the apparent per-unit price while increasing total spend, so show the cash price alongside the token price. A fictional parent sees a game item priced at 300 gems when the game only sells a 500-gem pack at that moment, so the minimum outlay exceeds the nominal item cost.

Intermediate currency can obscure spending, and European consumer authorities have issued principles calling for transparent pricing and avoiding practices that hide digital-content costs, although rules differ by region. A fictional app redesigns its checkout to display the real-money equivalent, and the team checks legal requirements in each market before release.

Users should understand if balances expire, can be withdrawn or are confined to certain items, and these details may differ even within one app, so a wallet screen alone is not the full contract; a fictional platform gives promotional coins valid for a limited period, labels them clearly and separates them from paid credits where its terms require different treatment. Promotions can award bonus credits with a purchase, so their expiry, spending order and refundability should be clear and the advertised bonus should not hide the total cash payment.

Virtual currency can be a business model for free-to-download games, where revenue arrives when users purchase credits while some users never pay, and the conversion from purchase to accounting revenue is a separate issue. A fictional finance team tracks customer payments and unspent balances and asks accountants when to recognise revenue under its contracts, rather than equating every top-up with earned income immediately.

A product should not make accidental purchases easy, and the US FTC has challenged unwanted in-game charges arising from confusing interfaces, so a fictional game adds a review screen before a paid token purchase and makes the price visible without requiring players to guess a conversion rate. Children can be particularly affected by confusing pricing and pressure to buy, so parental controls, purchase authorisation and age-appropriate design may apply, and a fictional parent who sets a purchase limit on a child's account is better protected when the game also explains paid items clearly rather than relying only on the parent's settings.

Virtual currency is not always the same as cryptocurrency, because an app-specific coin may be centrally controlled and usable only in one service while some digital assets have broader transfers or financial regulation. For a manager, key measures include cash top-ups, redemptions, refunds and unspent balances, and a fictional studio that notices complaints about leftover credits tests smaller packs and clearer item prices, because a high purchase rate is not proof of good customer outcomes and virtual currency should be explained in plain language as a product-specific spending unit rather than assumed to behave like general money.

In practice

Real-world examples.

1

Example

A player buys gems and spends them on a digital outfit.

2

Example

A bonus balance has different expiry rules from paid credits.

3

Example

An app shows the real-money equivalent of an item.

Formula

Calculation

Illustrative effective item cost = required currency units x cash cost per unit; bundle minimums can raise actual cash outlay. Worked example: a fictional game sells 500 gems for $5.00, so each gem costs $5.00 / 500 = $0.01. A costume priced at 120 gems has an effective price of 120 x $0.01 = $1.20. An item priced at 300 gems has a nominal cost of 300 x $0.01 = $3.00, but if only the 500-gem pack is on sale the player must spend $5.00, and the 200 leftover gems, worth $2.00 at the same rate, may sit unused or expire under the terms.

Case study

Seen in the real world.

In this fictional case, Moon Arcade sells gems in packs of 500, while an item costs 300. Players complain that the item's cash cost is hard to see and 200 gems remain. The studio adds clear cash-equivalent pricing and tests smaller pack options. It checks regional consumer rules before changing the checkout.

Watch out

Common mistakes.

  • Assuming in-app coins are redeemable for cash.
  • Hiding the real-money price behind several conversions.
  • Ignoring expiry, refunds and unused balances.

Questions

People also ask.

Is virtual currency cryptocurrency?

Not necessarily; an app-specific balance may work only inside that service.

Can unused units be refunded?

Check the product terms and applicable consumer law.

Why can pack sizes matter?

The smallest purchasable pack may cost more than one desired item's nominal unit value.

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Last updated · October 8, 2026
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Disclaimer

The information provided in this finance dictionary is for educational and informational purposes only. It should not be construed as financial, investment, legal, or tax advice. Always consult with a qualified professional before making any financial decisions. Money Master HQ makes no representations or warranties about the accuracy, completeness, or suitability of this information. Use of this content is at your own risk.