SlideShare une entreprise Scribd logo
1  sur  20
Télécharger pour lire hors ligne
Games and Virtual Goods
Consumer Spending Report


                                                                Research conducted by




        ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Audience Demographic Profile
                   VGMarket Audience Panel




            Education                                   US General Gamer Population

                                                        •   1,006 total respondents between
                        I'm in high school                  13 and 65 (inclusive)
      5%6% 12%
                 17%
                        High school Graduate            •   72% male
27%
                  2%
                        Trade School
                                                        •   Average respondent age: 25.3
                        Some college
                                                        •   Average household income: $68,897
          31%           College
                        Some graduate school
                        Graduate school




                                  Games & Virtual Goods
                                  Consumer Spending Report - August 2011
                              ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Audience Demographic Profile
                                         VGMarket Audience Panel



             Interest in Types of Activities

Hang out at the mall
 Read a newspaper                                                                      What region of the United States do you live in?
   Read a magazine                                                                     East                                        31%
         Play sports
       Read a book                                                                     West                                        31%
            Exercise                                                                   Midwest                                     21%
   Watch television
   Go to the movies                                                                    South                                       17%
Browse the Internet
   Play video games
                       0.0   1.0   2.0   3.0   4.0   5.0    6.0   7.0   8.0   9.0




                                                            Games & Virtual Goods
                                                            Consumer Spending Report - August 2011
                                                           ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
The median spent on In-Game Currency and Subscription Codes more than
doubled while in-game virtual gifts declined slightly

                      Median Spent on Digital Content By Content Type


Content Type                           From First Party                        From Third Party

                                    July 2011             July 2010         July 2011             July 2010

In-Game Currency                        $50                  $31                $45                  $20

Subscription Codes                      $50                  $20                $25                  $15

Armor or Equipment*                     $30                  $28                $20                  $20

Maps/Levels                             $30                  $20                $30                  $11

Weapons                                 $25                  $20                $20                  $15

Virtual Gifts                           $23                  $30                $25                  $20

Powerups                                $20                  $20                $20                  $15


Other                                   $30                  $20                $25                  $10




                                Games & Virtual Goods
                                Consumer Spending Report - August 2011
                               ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
As the availability of many more Free2Play and other games with online play
has captured more consumer dollars away from casual and social games

                          Median Spent on Digital Content By Game Type




Game Type                                    From First Party                       From Third Party

                                          July 2011            July 2010         July 2011            July 2010


MMOs                                          $70                 $37                $50                 $35


Free-to-Play Games                            $60                 $20                $50                 $25


Console Games with Online Play                $60                 $40                $50                 $20


PC Games with Online Play                     $50                 $40                $48                 $10


Casual Games                                  $25                 $40                $23                 $30


Social Networking Games                       $20                 $50                $20                 $30




                                    Games & Virtual Goods
                                    Consumer Spending Report - August 2011
                                   ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Games and Virtual Goods
Consumer Spending




        ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
More than 47% of the General Gamer Population respondents have purchased
In-Game Currency and Maps/Levels in the last 12 months.

                           In the last 12 months, which of the following types of virtual items
                           or content have you purchased using real-world money?

     In-Game Currency                                                                            48%
          Maps/Levels                                                                         47%
   Armor or Equipment                                             29%
             Weapons                                          26%
    Subscription Codes                                   23%
            Powerups                              18%
          Virtual Gifts                          18%
                Other                      14%
    None of the Above             8%

                      0%          10%           20%            30%             40%             50%            60%




                                       Games & Virtual Goods
                                       Consumer Spending Report - August 2011
                                      ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
While Social Games and MMO’s are often associated with virtual goods
         purchases, over 51% of respondents purchased virtual goods for Console
         Games with Online Play
                                 In the last 12 months, for which of the following types of online games have
                                 you purchased virtual currency, items, or content using real-world money?



Console Games with Online Play                                                                             51%
      Social Networking Games                                             30%
                       MMOs                                            28%
     PC Games with Online Play                                22%
           Free-to-Play Games                                22%
                 Casual Games                        16%
            None of the Above             9%


                             0%         10%           20%            30%             40%             50%            60%



                                             Games & Virtual Goods
                                             Consumer Spending Report - August 2011
                                            ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Spending Habits




        ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
One third of the General Gamer Population
purchases virtual content.

                    2011 General Gamer Population

In an online game, have you ever used real-world money to purchase virtual content
                      from another player or third-party site?




                                         31%
                                                                   Yes
                                                                   No
                       69%




                               Games & Virtual Goods
                               Consumer Spending Report - August 2011
                              ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
General Gamer respondents cite “playing more online games” as the top
        reason for planning to spend more.

                             Why do you plan to spend more on virtual goods than last year?


 I am playing more online
  games than I did before                                                                            67%
    I have more money to
              spend now                                                 42%
       They are easier to
 purchase than they were                                   32%
They give greater in-game
    rewards than they did                                30%
   They are cheaper than
               they were                            25%
       I feel more secure
   spending money online                 16%


                        0%               20%                    40%                     60%                    80%




                                        Games & Virtual Goods
                                        Consumer Spending Report - August 2011
                                       ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
58% of game players that purchase Virtual Goods do so at least once a month

                 Approximately how often do you purchase virtual items
                 or content with real-world money?




                                                               Every day

               45%
                                      2%                       A few times a week

                                4%
                                                               Once a week
                                7%

              42%                                              Once a year or less


                                                               Once a month




                            Games & Virtual Goods
                            Consumer Spending Report - August 2011
                           ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Personalization, progress and exclusive items are the main motivators
           behind Virtual Goods purchases

                                   What are your reasons for purchasing virtual items or content?

To use in the game myself, regardless
of whether it helps me advance or not                                                                              55%
      To advance further in the game                                                                            53%
    To get unique items I can only get
                     through purchase                                                                  47%
To decorate my page, persona, and/or
                                avatar                                24%
To get items that otherwise I wouldn't
                     have time to earn                              22%
     To give as a gift to someone else                          19%
             To resell to other players    4%
                                 Other      5%
                   None of the Above       2%

                                      0%        10%         20%           30%            40%           50%           60%


                                                Games & Virtual Goods
                                                Consumer Spending Report - August 2011
                                             ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Demographic Differences




        ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Female game players dominate males in virtual goods
     purchases for both F2P/MMOs and Casual Games
                     Average real-world money spent buying virtual content from first-party
                     and third-party in the last 12 months.



       MMOs - 1st Party                                                             $86
                                                                                 $77

       MMOs - 3rd Party                                                                                  $111
                                                                               $74

Casual Games - 1st Party                                       $51
                                                    $36

Casual Games - 3rd Party                                              $62
                                              $28

                           $0       $20   $40                  $60            $80          $100          $120
                                     Females                  Males

                                 Games & Virtual Goods
                                 Consumer Spending Report - August 2011
                                ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Game players from the west coast spend more on both
     Weapons and Armor compared to those on the east coast

                     Average real-world money spent buying virtual content from first-party
                     and third-party in the last 12 months.



          Weapons - 1st Party                                                             $36
                                                                     $22

          Weapons - 3rd Party                                                                           $45
                                                                    $21

Armor or Equipment - 1st Party                                                            $36
                                                                   $21

Armor or Equipment - 3rd Party                                                                     $42
                                                              $18

                                 $0           $10   $20                     $30            $40             $50
                                               West  East


                                 Games & Virtual Goods
                                 Consumer Spending Report - August 2011
                               ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Game player respondents that play Sports spend much more
    on MMOs than game player respondents that read Books

                    Average real-world money spent buying virtual content from first-party
                    and third-party in the last 12 months.




                                                                                      $106
MMOs - 1st Party
                                                           $65




                                                                                                       $132
MMOs - 3rd Party
                                                $49


                   $0     $20        $40       $60             $80 $100                   $120         $140
                                             Sports           Books

                                Games & Virtual Goods
                                Consumer Spending Report - August 2011
                              ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Male game players are more receptive to email communications than women, while
 women game players are more accepting of receiving promotions on Facebook than men

                        Average real-world money spent buying virtual content from first-party
                        and third-party in the last 12 months.




                                                                        38%
    Email
                                                                                            49%



                                                            31%
Facebook
                                    18%


            0%        10%         20%               30%               40%               50%                60%
                              Females             Males

                                   Games & Virtual Goods
                                   Consumer Spending Report - August 2011
                                  ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Objectives and Methodology


Objectives:
• To assess interest in virtual content in 2011.
• To compare spending on virtual content year over year.
• To identify virtual content of interest and compare spending across different
   genres.

Methodology:
• Respondents rate the various methods they have used to pay for virtual goods.
• Respondents then indicate the frequency and types of their purchases and
  whether they are through first- or third-party channels.
• Respondents indicate how they think their spending habits will change.
• Finally, respondents answer questions regarding their gaming habits.



                                Games & Virtual Goods
                                Consumer Spending Report - August 2011
                               ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
Thank You!

To explore how PlaySpan can power
your virtual goods and virtual
currencies contact PlaySpan today

bizdev-ps@visa.com



                                                                        Robb Lewis
                                                    Director of Marketing, Playspan
                                                                 robblew@visa.com
                                                             Twitter.com/robblewis

              ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved

Contenu connexe

Similaire à Playspan virtual-goods-report-aug2011

The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011Justin Berenbaum
 
The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011Justin Berenbaum
 
The Bu$Iness Of Games LATAM
The  Bu$Iness Of  Games  LATAMThe  Bu$Iness Of  Games  LATAM
The Bu$Iness Of Games LATAMJustin Berenbaum
 
Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industryLuc Bourcier
 
Game Facts and Essential Info from ESA
Game Facts and Essential Info from ESAGame Facts and Essential Info from ESA
Game Facts and Essential Info from ESAelectricgeisha
 
2011 GDC Online Emerging Trends in GaaS
2011 GDC Online Emerging Trends in GaaS2011 GDC Online Emerging Trends in GaaS
2011 GDC Online Emerging Trends in GaaSAtul Bagga
 
Arkadium Social Gaming Monetization Research - Part 1
Arkadium Social Gaming Monetization Research - Part 1Arkadium Social Gaming Monetization Research - Part 1
Arkadium Social Gaming Monetization Research - Part 1ArkadiumInc
 
Dubit & Disney from the MRS Children 2010 Conference
Dubit & Disney from the MRS Children 2010 ConferenceDubit & Disney from the MRS Children 2010 Conference
Dubit & Disney from the MRS Children 2010 ConferenceDubit
 
User Generated AI for Interactive Digital Entertainment 2011
User Generated AI for Interactive Digital Entertainment 2011User Generated AI for Interactive Digital Entertainment 2011
User Generated AI for Interactive Digital Entertainment 2011Ashwin Ram
 
Survey into video games behaviors v3
Survey into video games behaviors v3Survey into video games behaviors v3
Survey into video games behaviors v3Josh May
 
Global Digital Goods Opportunities
Global Digital Goods Opportunities Global Digital Goods Opportunities
Global Digital Goods Opportunities Tuấn Anh
 
Joe Marks - 2014 UGA MMR Research Summit Speaker Presentation
Joe Marks - 2014 UGA MMR Research Summit Speaker PresentationJoe Marks - 2014 UGA MMR Research Summit Speaker Presentation
Joe Marks - 2014 UGA MMR Research Summit Speaker PresentationMike Courtney
 
Supercharging word of mouth: best practices in mobile virality
Supercharging word of mouth: best practices in mobile viralitySupercharging word of mouth: best practices in mobile virality
Supercharging word of mouth: best practices in mobile viralityJussi Laakkonen
 
An analysis of a suppression factor in game self-production in Japan -from th...
An analysis of a suppression factor in game self-production in Japan -from th...An analysis of a suppression factor in game self-production in Japan -from th...
An analysis of a suppression factor in game self-production in Japan -from th...Nobushige Kobayashi (Hichibe)
 
Day1 0900 kai_bolik
Day1 0900 kai_bolikDay1 0900 kai_bolik
Day1 0900 kai_bolikMediabistro
 
Authentic Virality: You Share if you Care. GDC Europe 2013
Authentic Virality: You Share if you Care. GDC Europe 2013Authentic Virality: You Share if you Care. GDC Europe 2013
Authentic Virality: You Share if you Care. GDC Europe 2013Jussi Laakkonen
 

Similaire à Playspan virtual-goods-report-aug2011 (20)

The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011
 
The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011
 
The Bu$Iness Of Games LATAM
The  Bu$Iness Of  Games  LATAMThe  Bu$Iness Of  Games  LATAM
The Bu$Iness Of Games LATAM
 
Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industry
 
Game Facts and Essential Info from ESA
Game Facts and Essential Info from ESAGame Facts and Essential Info from ESA
Game Facts and Essential Info from ESA
 
2011 GDC Online Emerging Trends in GaaS
2011 GDC Online Emerging Trends in GaaS2011 GDC Online Emerging Trends in GaaS
2011 GDC Online Emerging Trends in GaaS
 
The Movisphere Project
The Movisphere ProjectThe Movisphere Project
The Movisphere Project
 
Arkadium Social Gaming Monetization Research - Part 1
Arkadium Social Gaming Monetization Research - Part 1Arkadium Social Gaming Monetization Research - Part 1
Arkadium Social Gaming Monetization Research - Part 1
 
Accidental Gamers
Accidental GamersAccidental Gamers
Accidental Gamers
 
Dubit & Disney from the MRS Children 2010 Conference
Dubit & Disney from the MRS Children 2010 ConferenceDubit & Disney from the MRS Children 2010 Conference
Dubit & Disney from the MRS Children 2010 Conference
 
KZero 'Digital Trends'
KZero 'Digital Trends'KZero 'Digital Trends'
KZero 'Digital Trends'
 
User Generated AI for Interactive Digital Entertainment 2011
User Generated AI for Interactive Digital Entertainment 2011User Generated AI for Interactive Digital Entertainment 2011
User Generated AI for Interactive Digital Entertainment 2011
 
Survey into video games behaviors v3
Survey into video games behaviors v3Survey into video games behaviors v3
Survey into video games behaviors v3
 
Global Digital Goods Opportunities
Global Digital Goods Opportunities Global Digital Goods Opportunities
Global Digital Goods Opportunities
 
Joe Marks - 2014 UGA MMR Research Summit Speaker Presentation
Joe Marks - 2014 UGA MMR Research Summit Speaker PresentationJoe Marks - 2014 UGA MMR Research Summit Speaker Presentation
Joe Marks - 2014 UGA MMR Research Summit Speaker Presentation
 
Supercharging word of mouth: best practices in mobile virality
Supercharging word of mouth: best practices in mobile viralitySupercharging word of mouth: best practices in mobile virality
Supercharging word of mouth: best practices in mobile virality
 
State of the Game Industry 2008
State of the Game Industry 2008State of the Game Industry 2008
State of the Game Industry 2008
 
An analysis of a suppression factor in game self-production in Japan -from th...
An analysis of a suppression factor in game self-production in Japan -from th...An analysis of a suppression factor in game self-production in Japan -from th...
An analysis of a suppression factor in game self-production in Japan -from th...
 
Day1 0900 kai_bolik
Day1 0900 kai_bolikDay1 0900 kai_bolik
Day1 0900 kai_bolik
 
Authentic Virality: You Share if you Care. GDC Europe 2013
Authentic Virality: You Share if you Care. GDC Europe 2013Authentic Virality: You Share if you Care. GDC Europe 2013
Authentic Virality: You Share if you Care. GDC Europe 2013
 

Dernier

Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)Gabriella Davis
 
Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024The Digital Insurer
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAndrey Devyatkin
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingEdi Saputra
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CVKhem
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyKhushali Kathiriya
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...apidays
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MIND CTI
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024The Digital Insurer
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?Igalia
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc
 
HTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation StrategiesHTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation StrategiesBoston Institute of Analytics
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FMESafe Software
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024The Digital Insurer
 

Dernier (20)

Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)
 
Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : Uncertainty
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
HTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation StrategiesHTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation Strategies
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024
 

Playspan virtual-goods-report-aug2011

  • 1. Games and Virtual Goods Consumer Spending Report Research conducted by ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 2. Audience Demographic Profile VGMarket Audience Panel Education US General Gamer Population • 1,006 total respondents between I'm in high school 13 and 65 (inclusive) 5%6% 12% 17% High school Graduate • 72% male 27% 2% Trade School • Average respondent age: 25.3 Some college • Average household income: $68,897 31% College Some graduate school Graduate school Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 3. Audience Demographic Profile VGMarket Audience Panel Interest in Types of Activities Hang out at the mall Read a newspaper What region of the United States do you live in? Read a magazine East 31% Play sports Read a book West 31% Exercise Midwest 21% Watch television Go to the movies South 17% Browse the Internet Play video games 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 4. The median spent on In-Game Currency and Subscription Codes more than doubled while in-game virtual gifts declined slightly Median Spent on Digital Content By Content Type Content Type From First Party From Third Party July 2011 July 2010 July 2011 July 2010 In-Game Currency $50 $31 $45 $20 Subscription Codes $50 $20 $25 $15 Armor or Equipment* $30 $28 $20 $20 Maps/Levels $30 $20 $30 $11 Weapons $25 $20 $20 $15 Virtual Gifts $23 $30 $25 $20 Powerups $20 $20 $20 $15 Other $30 $20 $25 $10 Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 5. As the availability of many more Free2Play and other games with online play has captured more consumer dollars away from casual and social games Median Spent on Digital Content By Game Type Game Type From First Party From Third Party July 2011 July 2010 July 2011 July 2010 MMOs $70 $37 $50 $35 Free-to-Play Games $60 $20 $50 $25 Console Games with Online Play $60 $40 $50 $20 PC Games with Online Play $50 $40 $48 $10 Casual Games $25 $40 $23 $30 Social Networking Games $20 $50 $20 $30 Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 6. Games and Virtual Goods Consumer Spending ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 7. More than 47% of the General Gamer Population respondents have purchased In-Game Currency and Maps/Levels in the last 12 months. In the last 12 months, which of the following types of virtual items or content have you purchased using real-world money? In-Game Currency 48% Maps/Levels 47% Armor or Equipment 29% Weapons 26% Subscription Codes 23% Powerups 18% Virtual Gifts 18% Other 14% None of the Above 8% 0% 10% 20% 30% 40% 50% 60% Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 8. While Social Games and MMO’s are often associated with virtual goods purchases, over 51% of respondents purchased virtual goods for Console Games with Online Play In the last 12 months, for which of the following types of online games have you purchased virtual currency, items, or content using real-world money? Console Games with Online Play 51% Social Networking Games 30% MMOs 28% PC Games with Online Play 22% Free-to-Play Games 22% Casual Games 16% None of the Above 9% 0% 10% 20% 30% 40% 50% 60% Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 9. Spending Habits ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 10. One third of the General Gamer Population purchases virtual content. 2011 General Gamer Population In an online game, have you ever used real-world money to purchase virtual content from another player or third-party site? 31% Yes No 69% Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 11. General Gamer respondents cite “playing more online games” as the top reason for planning to spend more. Why do you plan to spend more on virtual goods than last year? I am playing more online games than I did before 67% I have more money to spend now 42% They are easier to purchase than they were 32% They give greater in-game rewards than they did 30% They are cheaper than they were 25% I feel more secure spending money online 16% 0% 20% 40% 60% 80% Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 12. 58% of game players that purchase Virtual Goods do so at least once a month Approximately how often do you purchase virtual items or content with real-world money? Every day 45% 2% A few times a week 4% Once a week 7% 42% Once a year or less Once a month Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 13. Personalization, progress and exclusive items are the main motivators behind Virtual Goods purchases What are your reasons for purchasing virtual items or content? To use in the game myself, regardless of whether it helps me advance or not 55% To advance further in the game 53% To get unique items I can only get through purchase 47% To decorate my page, persona, and/or avatar 24% To get items that otherwise I wouldn't have time to earn 22% To give as a gift to someone else 19% To resell to other players 4% Other 5% None of the Above 2% 0% 10% 20% 30% 40% 50% 60% Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 14. Demographic Differences ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 15. Female game players dominate males in virtual goods purchases for both F2P/MMOs and Casual Games Average real-world money spent buying virtual content from first-party and third-party in the last 12 months. MMOs - 1st Party $86 $77 MMOs - 3rd Party $111 $74 Casual Games - 1st Party $51 $36 Casual Games - 3rd Party $62 $28 $0 $20 $40 $60 $80 $100 $120 Females Males Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 16. Game players from the west coast spend more on both Weapons and Armor compared to those on the east coast Average real-world money spent buying virtual content from first-party and third-party in the last 12 months. Weapons - 1st Party $36 $22 Weapons - 3rd Party $45 $21 Armor or Equipment - 1st Party $36 $21 Armor or Equipment - 3rd Party $42 $18 $0 $10 $20 $30 $40 $50 West East Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 17. Game player respondents that play Sports spend much more on MMOs than game player respondents that read Books Average real-world money spent buying virtual content from first-party and third-party in the last 12 months. $106 MMOs - 1st Party $65 $132 MMOs - 3rd Party $49 $0 $20 $40 $60 $80 $100 $120 $140 Sports Books Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 18. Male game players are more receptive to email communications than women, while women game players are more accepting of receiving promotions on Facebook than men Average real-world money spent buying virtual content from first-party and third-party in the last 12 months. 38% Email 49% 31% Facebook 18% 0% 10% 20% 30% 40% 50% 60% Females Males Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 19. Objectives and Methodology Objectives: • To assess interest in virtual content in 2011. • To compare spending on virtual content year over year. • To identify virtual content of interest and compare spending across different genres. Methodology: • Respondents rate the various methods they have used to pay for virtual goods. • Respondents then indicate the frequency and types of their purchases and whether they are through first- or third-party channels. • Respondents indicate how they think their spending habits will change. • Finally, respondents answer questions regarding their gaming habits. Games & Virtual Goods Consumer Spending Report - August 2011 ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved
  • 20. Thank You! To explore how PlaySpan can power your virtual goods and virtual currencies contact PlaySpan today bizdev-ps@visa.com Robb Lewis Director of Marketing, Playspan robblew@visa.com Twitter.com/robblewis ©PlaySpan Inc. A Visa company. Proprietary and Confidential. All Rights Reserved