The number of people purchasing virtual goods continues to grow, along with dollar value of these purchases, according to a new study by Frank N. Magid Associates, and PlaySpan.
It found that 13% of the overall population surveyed reported that they had bought virtual goods in the last 12 months, with the mean of digital good purchase up 14% from $87 in 2009 to $99 in 2010. The median of digital goods purchase is $50 in 2010 - a 67% improvement from $30 in 2009.
Global revenues from the sales of virtual goods will eclipse $10 billion in 2010, according to various industry sources. ThinkEquity believes the virtual goods industry now stands at a more than $1.6 billion in the U.S. alone, and is expected to climb to $3.6 billion in the next three years.
Buy-In, Currency Fatigue?
Despite the revenue growth projected for virtual goods, there are some question marks. Sooner or later, CNN notes, users will become fatigued from constantly being asked to buy additional in-game things.
Then there is the question of the different monetary forms, including Facebook credits - which is likely to become the only currency that Facebook will allow its developers to use. With Facebook’s user base that means it will become the dominant currency form - but not without some stiff competition first.
For instance, Offerpal Media’s GamePoints.com, a new consumer website that lets users earn virtual currency for use in their favorite social games, has drawn more than half a million users in its first three weeks of operation, writes Venture Beat.
Other results from the Frank N. Magid Associates/PlaySpan:
- In terms of the heaviest concentration of digital goods buyers, iPhone owners took over the #1 spot, moving from 28% of iPhone owners in 2009 to 43% in 2010.
- Virtual worlds came in second place with 41% of regular visitors having bought a digital good. Of weekly handheld and mobile gamers, 33% and 32%, respectively, bought digital goods.
- Overall, more than one-fifth (21%) of those who bought digital goods said they plan to spend more in the next 12 months.
- Among ways to purchase digital goods, 16% of digital goods buyers say they have used Facebook Credits.
Largest demographic of consumers who have reported buying virtual goods:
1. Males ages 18 to 24 (31%)
2. Males ages 8 to 11 and 12 to 17 (both at 23%)
3. Males 25 to 34 (21%)
4. Females ages 8 to 11 (16%)
5. Females ages 12 to 17 (15%)
6. Females ages 18 to 24 (14%)
Where consumers are buying from:
1. In a game (57%)
2. The official Web site outside the virtual world or game (38%)
3. E-commerce site such as PlaySpan (16%)
4. Another player (8%)
5. Other (8%)
6. Not sure (8%)
Type of game or environment where consumers have bought from:
1. A free, web-based game (37%)
2. A social network site, other than a game (31%)
3. A free multiplayer computer game (29%)
4. A game on a social network site (29%)
5. A connected console marketplace (21%)
6. A paid, subscription based multiplayer game (18%)
7. An online virtual world (11%)
8. Other (6%)
Concentration of virtual goods purchasers within ethnic groups:
1. Asian American (26%)
2. Latinos (20%)
3. African American or Black (15%)
4. Caucasians (11%)
5. All others (12%)
About the survey: Conducted between May 7 and May 12, 2010, it was a nationally representative online survey of 2,412 people, of whom, 1,955 were between the ages of 18 and 64 and 457 were between the ages of 8 and 17.