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Facts Tagged With Virtual Goods
1-20 of 50 results
Smartphone gamers will spend $6B on in-app purchases in 2016
Press Release: Tablet Gamers to Spend Over $3bn on In-App Purchases in 2016 Finds Juniper Research
North America, China, and the Far East will account for 86% of all in-game spending by tablet gamers by 2016
Press Release: Tablet Gamers to Spend Over $3bn on In-App Purchases in 2016 Finds Juniper Research
Tablet gamers will spend $3.03B on in-app purchases in 2016, up from $301M 2012
Press Release: Tablet Gamers to Spend Over $3bn on In-App Purchases in 2016 Finds Juniper Research
23% of US digital gamers have purchased microtransactions or in-game content in the past 3 months
The U.S. Experiences Decline In Total Number Of Gamers
27% of US core gamers have purchased microtransactions or in-game content in the past 3 months
The U.S. Experiences Decline In Total Number Of Gamers
14% of US gamers have purchased microtransactions or in-game content in the past 3 months, up from 11% in 2011
The U.S. Experiences Decline In Total Number Of Gamers
14% of smartphone gamers pay for in-game virtual goods, averaging $25 per spender
PlayFirst and Magid study: Games Now Top Money-Maker on Tablets and Smartphones - PlayFirst Games
91% of money spent on mobile games on Apple devices in the U.S. is spent in-game
Share of paying players amongst 101 million American mobile gamers rises to 36%
74% of U.S. smartphone shoppers have purchased digital products via their devices
Most Smartphone Users Browse, Shop Online With Their Phones
The average free-to-play social game derives 40% of its revenue from advertising and offers, and 60% from virtual goods
Social Network Games 2012: Casual Games Sector Report
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.