Más contenido relacionado Similar a Playspan virtual-goods-report-aug2011 (20) Playspan virtual-goods-report-aug20111. Games and Virtual Goods
Consumer Spending Report
Research conducted by
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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
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
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