Gameology Games and Digital Goods Spending Behavior Report July 2011 Games & Digital Goods Consumer Spending Report July 2011 • Objectives and Methodology • Demographics • Executive Summary • Games and Goods Spending • Spending Habits • Demographic Differences PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Objectives and Methodology Games & Digital Goods Consumer Spending Report July 2011 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. Respondent Overview: • 1,456 male and female gamers ages 13 to 89 (inclusive) participated in this study. All respondents spend real-world money on virtual game content. – VGMarket Panel: Representative General Gamer Population, n = 1,006 – PlaySpan Panel: Registered PlaySpan users, n = 450 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Demographics VGMarket – US General Gamer Population • • • • What region of the United States do you live in? 1,006 total respondents between 13 and 65 (inclusive) 72% male Average respondent age: 25.3 Average household income: $68,897 East 31% West 31% Midwest 21% South 17% Interest in Types of Activities Education Hang out at the mall Read a newspaper Read a magazine I'm in high school 5% 6% 12% Play sports 17% 2% 27% Read a book Exercise 31% Watch television High school Graduate Trade School Some college College Some graduate school Go to the movies Graduate school 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 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Executive Summary PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Executive Summary Games & Digital Goods Consumer Spending Report July 2011 • More Real Currency Spent on Virtual Currency • Virtual goods buyers spent more money on virtual goods in MMOs than in any other genre in the last 12 months. • In-game currency has the highest mean expenditure of any virtual item, while subscription codes has the highest median expenditure. • Pre-paid cards Continuing to Grow (PlaySpan Panel): • Game-specific pre-paid card usage for virtual goods purchasing increased 20% over last year (9% in 2010 to 29% in 2011). PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Executive Summary Games & Digital Goods Consumer Spending Report July 2011 • Offers no longer a primary means of payment • Respondents are most receptive to purchasing virtual goods with real-world money as a way to pay for games. • Merchandising Matters • Respondents are most interested in free bonus items, free currency, and price discounts as promotions to purchase virtual items with real money. PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Executive Summary Digital Good Spend vs. Last Year (PlaySpan panel) 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 PlaySpan Panels shown here. *Armor or Equipment was previously “Wearables” in the 2010 survey. PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Executive Summary Digital Good Spend vs. Last Year (PlaySpan panel) 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 PlaySpan Panels shown here PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Games and Goods Spending PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved 48% of General Gamer Population respondents have purchased In-Game Currency in the last 12 months. Games & Digital Goods Consumer Spending Report July 2011 In the last 12 months, which of the following types of virtual items or content have you purchased using real-world money? 48% In-Game Currency 47% Maps/Levels 29% Armor or Equipment 26% Weapons 23% Subscription Codes 18% Powerups 18% Virtual Gifts 14% Other None of the Above 0% 8% 10% 20% 30% 40% 50% 60% 2011 General Gamer Population shown here. PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved The majority of General Gamer respondents purchase virtual goods for Console Games with Online Play. Games & Digital Goods Consumer Spending Report July 2011 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? 51% Console Games with Online Play 30% Social Networking Games 28% MMOs PC Games with Online Play 22% Free-to-Play Games 22% 16% Casual Games None of the Above 0% 9% 10% 20% 30% 40% 50% 60% 2011 General Gamer Population shown here. PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Spending Habits PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved One third of the General Gamer Population purchases virtual content. Games & Digital Goods Consumer Spending Report July 2011 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% 69% Yes No 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. Games & Digital Goods Consumer Spending Report July 2011 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 I feel more secure spending money online 0% 25% 16% 20% 40% 60% PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved 80% Most General Gamer Population respondents purchase virtual items on either a monthly or yearly basis. Games & Digital Goods Consumer Spending Report July 2011 Approximately how often do you purchase virtual items or content with real-world money? Every day 45% 2% 4% A few times a week Once a week 7% 42% Once a year or less Once a month PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved General Gamer respondents purchase content to use in the game themselves and to advance further. Games & Digital Goods Consumer Spending Report July 2011 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% 53% To advance further in the game To get unique items I can only get through purchase To decorate my page, persona, and/or avatar To get items that otherwise I wouldn't have time to earn 47% 24% 22% 19% To give as a gift to someone else To resell to other players Other None of the Above 0% 4% 5% 2% 10% 20% 30% 40% PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved 50% 60% Games & Digital Goods Consumer Spending Report July 2011 Demographical Differences PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved General Gamer female buyers dominate male buyers in virtual goods purchases for MMOs and Casual Games. Games & Digital Goods Consumer Spending Report July 2011 Average real-world money spent buying virtual content from first-party and thirdparty in the last 12 months. $86 $77 MMOs - 1st Party MMOs - 3rd Party $111 $74 Casual Games - 1st Party $36 Casual Games - 3rd Party $28 $0 $20 $40 Females $51 $62 $60 Males $80 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved $100 $120 General Gamers from the Western U.S. spend more on both Weapons and Armor compared to those in the East. Games & Digital Goods Consumer Spending Report July 2011 Average real-world money spent buying virtual content from first-party and thirdparty 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 West East $30 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved $40 $50 General Gamer respondents that play Sports spend much more on MMOs than respondents that read Books Games & Digital Goods Consumer Spending Report July 2011 Average real-world money spent buying virtual content from first-party and thirdparty in the last 12 months. $106 MMOs - 1st Party $65 $132 MMOs - 3rd Party $49 $0 $20 $40 $60 Sports $80 $100 Books PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved $120 $140 Games & Digital Goods General Gamer men are much more receptive than women to email Consumer Spending Report communications, while women prefer promotions on Facebook to men July 2011 What is the single best way to reach you with a promotion for virtual content or currency? 38% Email 49% 31% Facebook 18% 0% 10% 20% Females 30% 40% 50% Males PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved 60% http://www.slideshare.net/robblewis/playspan-gameology Robb Lewis Director of Marketing, Playspan [email protected] Twitter.com/robblewis
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