Virtual Goods Sales Trend Continues Upward Slope

Sat, May 29, 2010


Virtual goods sales are continuing to rise steadily, if a recent research firm report is to be believed. First reported by CNet, the data by research firm Magid and Associates show the following:

  • 13 percent of consumers that have Internet access have purchased virtual goods in the past 12 months, and 21 percent of these said they will buy more in the next 12 months.
  • Virtual goods buyers consumers spend, on average, $92 per person on their virtual items.
  • 50 percent of these sales can be attributed to games.
  • 48 percent of virtual goods users bought them through social networking sites like Facebook, while a third bought the goods through a free web-based game.

As adoption of social games continues to rise, you can probably expect volume to change accordingly–though the percentage of the amount of people actually purchasing virtual goods and the amount they spend on them are unlikely to change in my estimation.

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Related posts:

  1. Virtual Goods Generate 1.6 Billion – New Payments Solutions Make It Even Easier to Purchase Goods
  2. Virtual Goods are Taking Off With Hardcore Gamers Too
  3. Social Gold Drives Repeat Purchases of Virtual Goods
  4. New Virtual Goods Rewards Program from Offerpal Media
  5. More and More Virtual Goods Being Sold

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- who has written 186 posts on Frisky Mongoose.

Art is a Weekend Editor at Frisky Mongoose focusing on video games and the social media that surrounds them.

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