Virtual Goods Are Now Mainstream

Virtual goods have gone mainstream in the U.S. According to a new study from monetization-as-a-service provider PlaySpan, the percentage of the population ages 13 to 54 that has purchased a virtual good  jumped 100 per cent from 2009 to 2011. Virtual goods revenue increased to $2.3 billion last year according to the firm’s estimates, a 30 per cent bump since 2009.

Despite criticism that Zynga relies on a small population of “whales” to drive revenues, the increase demonstrates that most people will in fact pay for virtual goods and that the sector is on track to grow significantly. Of those who didn’t purchase a virtual good, 70 per cent expressed a willingness to do so in the future.  

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Virtual Goods Consumption

Photo: PlaySpan

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