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Virtual Goods a huge market?

http://venturebeat.com/2012/02/29/study-gamers-are-gaga-for-virtual-goods/

Consumer spending on virtual goods has doubled since 2009, according to a survey by Visa’s PlaySpan digital monetization division. And the total U.S. market value for virtual goods grew 28 percent to $2.3 billion in 2011.


PlaySpan and the survey firm Frank N. Magid Associates surveyed 600 people and found that gamers spend an average of $64 on virtual goods during the course of a year. That’s the equivalent of one marquee console game.

One in four consumers bought a virtual good in 2011, up 100 percent from 2009. Among U.S. gamers, 35 percent have purchased a virtual good, up 50 percent over 2010. U.S. male gamers were twice as likely as female gamers to buy virtual items such as better weapons or decorations in a game.

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Do you guys buy virtual goods? I know I have in the past, something I never thought I would do.

Comments

  • anemoanemo Member RarePosts: 1,903

    I'll never have a physical copy of minecraft or civ-5.

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

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