Let’s face it, instant gratification is one of the underlying reason people play a lot of games. Well, some of these free-to-play games available take away that aspect in some form but then re-offer it with virtual items for real money. Traditionally, the “hardcore” gamer would disapprove and shake their heads in digust; however, a report by the firm DFC Intelligence in coordination with Live Gamer has shown otherwise.
As originally reported by VentureBeat, the report mentions that 88% of the 4,816 surveyed gamers had purchased some form of digital content which could include movies, music or video games. Even more interesting is that 60% of these surveyed also admitted to purchasing some form of virtual good that only added content to an existing game.
Most of these sales were in the free-to-play MMORPG market which does not charge a subscription free and makes up the revenue with virtual goods. The free-to-play MMO market earned $800 million in 2009 and is expected to get as high as $3 billion in 2015.
In the same vein, Triplepoint Client Social Gold had some interest news to report concerning virtual goods and celebrated holidays. According to their report, 50% more virtual goods were sold on New Year’s Day which is interestingly more than the 48% more reportedly sold on Valentine’s Day.
The increase in virtual goods sold on holidays most likely has to do with the deep discounts continually offered by services such as Social Gold. Sounds like a plan to me, keeps people coming back to the game and I can never knock a good discount.
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Tue, Mar 30, 2010
Facebook, Industry, Social