Presentation is loading. Please wait.

Presentation is loading. Please wait.

Gameology Games and Digital Goods Spending Behavior Report July 2011.

Similar presentations


Presentation on theme: "Gameology Games and Digital Goods Spending Behavior Report July 2011."— Presentation transcript:

1 Gameology Games and Digital Goods Spending Behavior Report July 2011

2 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Objectives and Methodology Demographics Executive Summary Games and Goods Spending Spending Habits Demographic Differences

3 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 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. 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

4 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 VGMarket – US General Gamer Population 1,006 total respondents between 13 and 65 (inclusive) 72% male Average respondent age: 25.3 Average household income: $68,897 What region of the United States do you live in? East31% West31% Midwest21% South17% Demographics

5 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Executive Summary

6 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Executive Summary 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).

7 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Executive Summary 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.

8 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Digital Good Spend vs. Last Year (PlaySpan panel) Content Type From First PartyFrom 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 Maps/Levels$30 $20 $30 $11 Weapons$25 $20 $15 Virtual Gifts$23 $30 $25 $20 Powerups$20 $15 Other$30 $20 $25 $10 PlaySpan Panels shown here. *Armor or Equipment was previously Wearables in the 2010 survey. Median Spent on Digital Content By Content Type Executive Summary

9 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Game Type From First PartyFrom 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 Median Spent on Digital Content By Game Type Digital Good Spend vs. Last Year (PlaySpan panel) Executive Summary

10 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Games and Goods Spending

11 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved 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? In-Game Currency Maps/Levels Armor or Equipment Weapons Subscription Codes Powerups Virtual Gifts Other None of the Above 48% of General Gamer Population respondents have purchased In-Game Currency in the last 12 months. 2011 General Gamer Population shown here.

12 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Console Games with Online Play Social Networking Games MMOs PC Games with Online Play Free-to-Play Games Casual Games None of the Above 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? The majority of General Gamer respondents purchase virtual goods for Console Games with Online Play. 2011 General Gamer Population shown here.

13 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Spending Habits

14 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 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?

15 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 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 I have more money to spend now They are easier to purchase than they were They give greater in-game rewards than they did They are cheaper than they were I feel more secure spending money online

16 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Most General Gamer Population respondents purchase virtual items on either a monthly or yearly basis. Approximately how often do you purchase virtual items or content with real-world money?

17 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 General Gamer respondents purchase content to use in the game themselves and to advance further. To use in the game myself, regardless of whether it helps me advance or not 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 To give as a gift to someone else To resell to other players Other None of the Above What are your reasons for purchasing virtual items or content?

18 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 Demographical Differences

19 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 General Gamer female buyers dominate male buyers in virtual goods purchases for MMOs and Casual Games. Average real-world money spent buying virtual content from first-party and third- party in the last 12 months.

20 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 General Gamers from the Western U.S. spend more on both Weapons and Armor compared to those in the East. Average real-world money spent buying virtual content from first-party and third- party in the last 12 months.

21 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 General Gamer respondents that play Sports spend much more on MMOs than respondents that read Books Average real-world money spent buying virtual content from first-party and third- party in the last 12 months.

22 PlaySpan Inc.. A Visa company. Proprietary and Confidential. All Rights Reserved Games & Digital Goods Consumer Spending Report July 2011 What is the single best way to reach you with a promotion for virtual content or currency? General Gamer men are much more receptive than women to email communications, while women prefer promotions on Facebook to men

23 http://www.slideshare.net/robblewis/playspan-gameology Robb Lewis Director of Marketing, Playspan robblew@visa.com Twitter.com/robblewis


Download ppt "Gameology Games and Digital Goods Spending Behavior Report July 2011."

Similar presentations


Ads by Google