Refine Your Results:
Topic
Technology
General Technologies
Specific Technologies
Region
Industry
Consumer
Age
Gender
Generation
Company
Source
Facts Tagged With Gaming
1-11 of 11 results
15MM consumers purchased virtual goods using Facebook Payments in 2011
Amendment No. 2 to Registration Statement on Form S-1
The worldwide revenue generated from the sale of virtual goods on social networking sites, online worlds, and casual games will be $15B in 2014
Amendment No. 2 to Registration Statement on Form S-1
The worldwide revenue generated from the sale of virtual goods on social networking sites, online worlds, and casual games increased from $2B in 2007 to $7B in 2010
Amendment No. 2 to Registration Statement on Form S-1
50% of U.S. online males 24 and under bought virtual goods in 2011, compared to 15% of females of the same age
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
70% of U.S. online gamers who have not purchased virtual goods say they might be willing to do so
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
26% of U.S. online gamers have purchased virtual goods as a gift
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
U.S. consumers who purchase virtual goods spend an average of $64 per year, with 12% spending $100 or more
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
35% of U.S. online gamers have purchased virtual goods, up 50% from 2010
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.
25% of U.S. online consumers purchased virtual goods in 2011, up 100% from 2009
Virtual Goods Spending Topped $2 Billion In U.S. In 2011 | Frank N. Magid Associates, Inc.