A third of gamers use real world money to buy virtual goods

real-world

Visa-owned PlaySpan with research firm VGMarket have released a new study on how and what gamers are spending on virtual goods. Nearly one-third of the general gamer population has used real world money (as opposed to virtual currency) to purchase virtual goods, according to the study. Console games with online play account for the majority (51%) of virtual purchases using real world money, with social networking games (30%) coming in at second.

 

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