Consumers Shift to Real World Cash for Virtual Purchases

August 4, 2011 -

According to a new study conducted by VGMarket and commissioned by Playspan, U.S. gamers have shifted from using credits earned from advertising offers to "real world" payments for digital goods using debit, credit and prepaid cards. The data comes from a survey compiled in July 2011 from over 1000 gamers drawn from a VGMarket database.

According to the study, nearly one-third (31 percent) of the gaming population has used real world money to purchase virtual content. Of those who use real world money, 57 percent said they make purchases of virtual items using real world money at least once every month. Console games account for the majority (51 percent) of virtual purchases using real world money, with social networking games (30 percent) and Massively Multiplayer Online Games (MMOs) coming in at second and third, respectively.

The survey found that 72 percent of respondents indicated that they expect to spend the same or more money on games in 2011 as they did in 2010. Around 67 percent of those who intended to spend more said they were playing more online games than last year, with 42 percent saying they have more money to spend. About 32 percent claimed ease of purchase as the main reason, while greater in-game rewards (30 percent) was the fourth most popular reason.

Around 48 percent of the gaming population said they have purchased in-game currency over the last 12 months, with maps and levels coming in second with 47 percent, and armor and equipment third at 29 percent.

Females were almost three times more likely than males to use Facebook credits to purchase virtual items or content and outspend males in virtual goods purchases in MMOs with an average spend of $111 vs. $74 (when purchasing directly from the game maker) and $86 vs. $77 (when purchasing from a third party source). With casual games, the differences were even greater, with women spending 40 percent more than men from 1st party publishers and more than three times as much from third-party publishers.

Based on Geographical location, consumers on the west coast ($36) spend approximately 60 percent more on weapons than the average east coast gamer ($22), with nearly identical results for armor and equipment ($36 vs. $21).

Cross-tabulations of the survey revealed significant purchasing differences between self-defined sports enthusiasts and readers. Sports types spent an average of $106 from first party and $132 on third party sites compared to readers, who averaged $65 and $49 respectively. Readers had a much higher spend on PC Games with Online Play, averaging $79 a year from first party sites and $69 from third party sites, whereas those who play sports average $60 and $46 in the genre.

Finally, the survey found that men prefer email, while women prefer Facebook. Men and women show pronounced differences in the type of communication they prefer for the promotion of a virtual currency item. Men (49 percent) are much more receptive than women (38 percent) to email communications, while women (31 percent) much prefer promotions on Facebook to men (18 percent).

To obtain the full survey, check out Playspan.com.


 
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MattsworknameAndrew and EZK help me pull back a bit , still working on it05/22/2015 - 7:06am
ConsterI think IP is the only person here who doesn't think IP needs to dial it back several levels.05/22/2015 - 6:14am
Mattsworknamehttp://www.foxnews.com/politics/2015/05/22/fec-backs-off-flirtation-with-regulating-internet/05/22/2015 - 1:34am
MattsworknameWell, on another subject, Saw this, and while I know it's fox news, thuoght I should share it05/22/2015 - 1:34am
MechaCrashYeah, even I think IP needs to dial it back.05/22/2015 - 12:35am
Mattsworknamesays05/21/2015 - 11:17pm
MattsworknameRE doc, everyone has a tendancy to let emotion get ahead of them, especially in an annoymous forum like the web. We have have those moments. Ip however has nothing but those moments. it's why I stopped responding to him, regardless of what he thinks or05/21/2015 - 11:17pm
DocMelonheadNo offense, but I see your behaviors in the comment sections uncalled for.05/21/2015 - 8:51pm
DocMelonheadHell, I could use both Goth_Skunk and IronPatriot as an example of such behavior between the two.05/21/2015 - 8:43pm
Andrew EisenMock? Ridicule? No, we're talking about serious threats and abuse, not people being cheeky or mean. Big difference.05/21/2015 - 8:42pm
DocMelonheadIn fact I see both mocks and ridicule between both the GamerGate Supporters and GamerGate Critics.05/21/2015 - 8:41pm
DocMelonheadAs for the Harassment, well, this is the internet; people will mock and ridicule whoever they want, whenever they want, at all times.05/21/2015 - 8:40pm
Mattsworknamegoth I think all media news outlets have that disclaimer05/21/2015 - 8:39pm
Andrew EisenThat's an... interesting way to interpret that.05/21/2015 - 8:36pm
Goth_SkunkAnd re BBC vs Rockstar: Ahh. I missed that. Woops!05/21/2015 - 8:33pm
Goth_SkunkAE: The entire disclaimer is a valid reason why I don't take it seriously. Particularly the part where they say "the information contained herein may not be necessarily accurate or current." Because fact-checking, like math, is haaaaaaaaard!05/21/2015 - 8:32pm
MattsworknameI take all media reporting with huge skepticism. the Mary sue Included. that said, there not as bad Jezebel.05/21/2015 - 8:27pm
DocMelonheadYou could say that the Mary Sue only interested in Gender issues in pop culture, and they only see GamerGate as a Hate group that fight for the oppressive status quo.05/21/2015 - 8:22pm
MechaCrashWell, can't blame him for not expanding on it and missing stories here. Sealioning people demanding proof of claims and then calling them liars when they provide it is busy work!05/21/2015 - 8:20pm
Andrew EisenRe: Mary Sue - Uh, why exactly? Re: Rockstar - Yep, we reported that earlier today.05/21/2015 - 8:12pm
 

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