PlaySpan And VGMarket Issue New Digital Spending Report
PlaySpan and VGMarket issued the 2010 Digital Goods Report that tracks consumer spending on virtual goods and microtransactions. The market tracks consumer behavior in virtual goods in specific game genres, from first-party game publishers, and from third-party item marketplaces. This year's report found that the popularity of virtual goods in social games inspired the biggest spending from consumers, with the median paying consumer spending $50 per year.
This was followed by paying MMO players spending $40 per year, online PC game players $37, and online console game players $20. Roughly 32% of all respondents had spent some amount of money on digital items in a social game. Demographically, male players still drive most digital good sales but women 25 and over spend disproportionately on virtual goods. The average paying female player spent $55 in social games while the average paying male player spent only $30.
Female players also spend twice as much as their male counterparts when it comes to buying virtual currency, $50 per year to $25 per year. Overall median spending on digital goods was also higher for female players, $80 per year to $60 per year for males. The VGMarket study gathered survey responses from 2221 customers between the ages of 13 and 64 from users of the PlaySpan Marketplace, Facebook via Spare Change, and the Ultimate Game Card. Responses were collected between June 3 and June 30.
Overall, 75% of all survey respondents had purchased some form of digital good within the past 12 months. Paypal was the preferred method of payment for such purchases, used by 43% of respondents. Most respondents to the survey (78% in all) were males around the age of 23 and with an average household income of $46,000. The term "digital goods" in this study covered spending on virtual currency, virtual goods, microtransactions, and additional maps or game levels.
Most users, about 49%, responded that they expect to spend about the same amounts on digital goods in the next year that they had in the previous year. About 30% expected to spend more and 21% expected to spend less. Most respondents who expected to spend more in the next year, about 44%, said it was because they were playing more online games. Most respondents who expected to send less, about 45%, said they expected to have less money to spend overall.
Who's Spending And Who's Playing
Of 25% of survey respondents who said they had never spent money on digital goods, most (29%) said it was because they did not think it was worth the money. This was followed by 18% saying that they did not want to purchase any virtual content and another 18% saying they were afraid they would lose their money without obtaining the desired digital good. Overall, 41% of survey respondents said that they would prefer to buy digital goods directly from the company that publishes the game.
Most survey respondents who purchased virtual goods, about 24%, said that they purchased digital goods once every few months. Another 21% said they purchased digital goods a few times every month and 16% said they purchased digital items once per month. Roughly 68% of all in-game virtual goods purchases are made so players can use the purchased items themselves. Most respondents also played many different online games, with 30% saying they played five or more regularly.
Respondents spent, for the most part, substantial amounts of time per week playing online games. About 17% of respondents said they spent 11 to 20 hours per week, 16% said they spent 6 to 10 hours per week, and another 16% said they spent over 50 hours per week playing. Average time respondents spent per week playing online games was 23.7 hours. The average respondent had played 11 different online games during the past 12 months.
Most respondents (29%) had played only 1 or 2 social games in the past 12 months, with another 23% having played 3 to 5 games. The average respondent had played 8 social games in the past 12 months, a figure skewed upward by the 19% of respondents who played over 10 social games in the past year. A significant 1% of respondents reported having played between 41 and 50 social games.
Summaries of the results of prior VGMarket/PlaySpan studies are available here, here, and here.
Related Articles:
Join us for App Conference – October 18-19, 2012 in Santa Clara
ChristophersTravels.com
KidsWire.com- Announcing Digital Kids Summit – Sept. 19 in San Francisco
- Microsoft Unveils Xbox One
- Microsoft to Reveal Next-Generation Xbox
- DHX Media Partners with YouTube on Paid Channels
- DreamWorks, Verizon Team on Million Dollar Turbo Racing League App Promo
- Apple App Store Hits 50 Billion Downloads
- Google Introduces Google Play for Education
- Kids Use iHeart Locket “Smart Necklace” to Connect with Diary App
- Warner Bros. Targets Girls with LEGO Friends for Nintendo
- AppCertain App Monitoring Service Debuts First App
AustinXL- NASA Grants Austin Tech Company $125M for 3D Printer Outerspace Initiative
- Compare Metrics Collects $4.2M
- Open Labs Raises $800K from Timbaland
- SolarWinds Acquires N-able Technologies
- Postmaster Closes $600K Seed Investment Round
- YouEarnedIt Welcomes New CEO Steve Semelsberger
- Emerging Technology Fund to Receive $50M
- Vista Equity Partners to Acquire Websense, Inc.
- Affinegy Names Frank LaBarbera SVP World Wide Sales and Marketing
- Austin’s tech scene 2001 vs 2011: Fewer workers but healthier ecosystem
Recent Posts
- Announcing Digital Kids Summit in San Francisco on Sept. 19, 2013
- Attend or Exhibit at Tech Career Expo WWDC
- Only 20 Days to AARP Health Innovation 50+ LivePitch
- AARP Health Innovation@50+ LivePitch Judges Announced
- 4,100 Job Seekers Participate In Sell-Out Tech Career Expo Austin 2013
- Video Walkthrough of the Tech Career Expo Austin
- Engage Digital To Support 2nd Annual AARP Health Innovation@50 + Startup Pitch Event
- Caprese Skewers passed around by the Dell and Pandora Tables at The Tech Career Expo
- Geeks Rule at the Austin Tech Career Expo Next Week
- Get your LinkedIn Profile and Top 3 Skills In Front of 47 Innovative Companies
- Microsoft, General Motors, Mitratech, Myspace, Digby and HostGator.com Join Tech Career Expo Austin Line Up
- Digital Kids Conference Registration Ends Tomorrow, Friday, Feb. 8th
- Tech Career Expo Returns to Austin, March 8-9, for Annual Technology Recruiting Bonanza
- Engage Digital and kidSAFE® Seal Program Launch First Ever Digital Kids Safety Summit
- Digital Kids Conference Emcee Spotlight: Joi Podgorny and Richard Gottlieb
- Introducing KidsWire
- Earlybird Registration Ends Tomorrow! Register Now.
- Tech Career Expo Austin has the Jobs You Need: 1,100 Open Positions Available
- Digital Kids Conference Earlybird Registration Extended to Tuesday, Jan. 15
- Digital Kids Conference Keynote Spotlight: Victor Lee of Hasbro












