Virtual Goods Spending Behavior On Social Games
Posted: February 22nd, 2010.
Virtual goods are big business. According to a study by Piper Jaffrey last year, the industry was expected to be worth $6 billion by 2013. So how much do social gamers spend on buying virtual goods? A recent study by Social Gold reveals some interesting numbers
Average amount spent per customer per game : $60
56% of virtual goods customers make a second purchase
25% of the customers go on to make a third purchase
As obvious as it sounds, the first purchase is all that it takes and once the gamer is used to playing with the extra bells and whistles, they don’t stop buying.
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Time June 4, 2010 at 5:38 am
[...] Virtual goods are growing to become a massive economy in itself. Several companies including Facebook, SecondLife and game developers like Zynga are banking on the power of virtual goods to make money from their products. According to a recent study conducted by PlaySpan, 13% of online consumers have purchased a virtual good and close to 48% of these purchases have come off social networking websites. [...]