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Market data on Virtual Goods. Presented at the GDC 2012 in San Francisco
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Virtual Goods Trends Emerging Trends Among Consumers
March 7, 2012
Presented at the Game Developers Conference
San Francisco
PlaySpan 2012 - All Rights Reserved
Methodology
Frank N. Magid Associates conducted an online survey in early January that focused on the attitudes and behavior regarding virtual goods among U.S. consumers as well as among a broad range of gamers.
Using a highly qualified sample provider, Research Now, Magid surveyed a representative sample by gender, age (13-54 year olds) and ethnic background among consumers.
A screening question (Which platforms do you own and use regularly for gaming) was used to identify current gamers. Those who did not select at least one of the platforms screened out.
PlaySpan 2012 - All Rights Reserved
Terminology
Consumers: A sample of U.S. citizens (13-54 year olds) with access to internet.
Gamers: A subset of consumers who own and regularly use various platforms for gaming.
Buyers: Gamers who have purchased a virtual good over the past year, 2011.
NonGamers
Gamers -Buyers
Gamers
PlaySpan 2012 - All Rights Reserved
Consumers
PlaySpan 2012 - All Rights Reserved
Virtual Goods Buying Amongst U.S. Consumers Has Dramatically Increased
One-in-four U.S. consumers ages 13–54 purchased virtual goods in 2011, which represents a 100% increase over 2009.
+100%
PlaySpan 2012 - All Rights Reserved
Virtual Goods Market Explodes 2009-2011 Amongst Consumers
*2009 included 12 year olds
Virtual Good Buyers Trend Young and Male
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Profile Of Buyers Across All Consumers In 2011
50%
50%
15%
16%
23%
22%
25%
65%
35%
18%
21%
26%
23%
13%
0% 20% 40% 60% 80% 100%
Males
Females
13-17
18-24
25-34
35-44
45-54
All Consumers
Virtual Goods Buyers
PlaySpan 2012 - All Rights Reserved
Gamers
PlaySpan 2012 - All Rights Reserved
Amongst Consumers, Seven In Ten Can Be Classified As Gamers
71%
29%
Gamers
Non-gamers
Gamers come from all segments of the United States population.
71%
PlaySpan 2012 - All Rights Reserved
Profile Of Gamers Across All Consumers
50%
50%
15%
16%
23%
22%
25%
53%
48%
13%
18%
26%
23%
21%
0% 20% 40% 60% 80% 100%
Males
Females
13-17
18-24
25-34
35-44
45-54
All Consumers
Gamers
PlaySpan 2012 - All Rights Reserved
64%
51%
48%
33%
30%
24%
22%
21%
18%
18%
11%
6%
0% 20% 40% 60% 80% 100%
The price
The genre of the game
Friends’ recommendations
User reviews
Whether I can play it with my friends
The game franchise
Game critics reviews
The ease of buying the game
The company making the game
Advertisements for the game
Saw a promotion in a game you already play
The virtual goods available
Factors Effecting Games Purchased Among Gamers
What do you strongly consider when deciding which game to acquire?
PlaySpan 2012 - All Rights Reserved
Factors Effecting Games Played Among Gamers
60%
49%
49%
37%
34%
29%
29%
22%
20%
11%
8%
0% 20% 40% 60% 80% 100%
The genre of the game
Friends’ recommendations
How challenging/difficult the game is
The graphic interface of the game
Whether I can play it with friends
The game franchise
User reviews
Game critic reviews
The company making the game
The virtual goods available in the game
Ease of buying extras within the game
Thinking about when you are about to play a game, what influences which specific game you decide to play?
PlaySpan 2012 - All Rights Reserved
One In Three Gamers Have Purchased Virtual Goods In 2011
35%
65%
Purchasers of Virtual Goods
Non-purchasers
PlaySpan 2012 - All Rights Reserved
Virtual Goods Buying Amongst U.S. Gamers
35%
72%
57%
44%
36%
18%
29%
18%
23%
33%
23%
0% 20% 40% 60% 80% 100%
Total Mention
M 13-17
M 18-24
M 25-34
M 35-44
M 45-54
F 13-17
F 18-24
F 25-34
F 35-44
F 45-54
PlaySpan 2012 - All Rights Reserved
65%
35%
18% 21%
26% 23%
13%
Male Female 13-17 18-24 25-34 35-44 45-54
0%
20%
40%
60%
80%
100%
Gender Age
Profile Of Virtual Goods Purchasers
PlaySpan 2012 - All Rights Reserved
Virtual Good Buying Amongst U.S. Gamers
22%
35%
2010 2011
0%
20%
40%
60%
80%
100%
There is a fifty percent increase in virtual goods buying over 2010 among U.S. gamers.
+50%
PlaySpan 2012 - All Rights Reserved
35%
32%
24%
24%
16%
14%
11%
8%
6%
31%
0% 20% 40% 60% 80% 100%
I don’t play games where I need to buy them
They seem unnecessary to the overall enjoyment of a…
I don’t understand the point
I have the money but think online games should be free
Price is too high for what I’m getting
I don’t have the money to spend on them
I have the money but don’t trust Facebook with my credit …
I have the money but don’t trust entering my credit card …
Not sure how to
I would never spend money on a virtual item
Why don’t you buy in-game virtual goods?
While 31% say they would never spend money on a virtual item, that leaves a huge upside among the 69% who will. This groups exists equally across all demographics groups.
69%
Reasons For NOT Buying Virtual Goods
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55%
49%
35%
32%
27%
17%
16%
14%
10%
0% 20% 40% 60% 80% 100%
To be able to do more in a game
To get a better experience playing the game
To be able to advance a level or state in a game
To decorate or develop my avatar identity in agame/express myself
To improve my skills in a game
To beat my friends
Only because I have to pay to continue progressing/ having fun
To achieve a common goal with my game friends
To show off the things/brands that I like in real lifein a game
Why do you buy in-game virtual goods?
Reasons For Buying Virtual Goods (Among those who have bought virtual goods)
PlaySpan 2012 - All Rights Reserved
Where Gamers Purchase Virtual Goods (Among those who have bought virtual goods)
48%
42%
40%
16%
13%
0% 20% 40% 60% 80% 100%
A connected console marketplace (i.e. Xbox Liveor PlayStation Store)
Directly within the game application
I buy pre-paid card at retail stores
From an online store (NOT the Game Publisher)
From the Game Publishers Website (outside ofthe Game application)
Where do you purchase your virtual currency or virtual goods?
PlaySpan 2012 - All Rights Reserved
26%
74%
Yes
No
Purchased Virtual Goods As a Gift Among those who have bought virtual goods
Have you ever bough a digital good or virtual gift for someone else?
Just 26% of respondents say that they’ve purchased virtual goods for someone else, leaving 74% of the market untapped. Those more likely to give virtual goods as a gift are: Women 32% 45-54 years old 42%
Potential
PlaySpan 2012 - All Rights Reserved
Average Money Spent On Virtual Goods In Last 12 Months (Among those who purchased virtual goods)
10%
38%
19%
21%
12%
$0
$1-$25
$26-$50
$51-$100
$100+
How much did you spend in total on digital or virtual goods in-games in the last 12 months? * = mean
Gamers have spent an average of $64.13* on virtual goods over the past year.
$64
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Total Dollars Spent on Virtual Goods
2009 2011
$1.8B
$2.3B
Total dollars spent on virtual goods is up 28% since 2009.
+28 %
PlaySpan 2012 - All Rights Reserved
Per User Dollars Spent on Virtual Goods
$91.54
$48.03
$66.00
$77.72
$49.55
$27.70
$37.56
$50.38 $53.86
$102.80
M 13-17 M 18-24 M 25-34 M 35-44 M 45-54 F 13-17 F 18-24 F 25-34 F 35-44 F 45-54
$0
$10
$20
$30
$40
$50
$60
$70
$80
$90
$100
$110
PlaySpan 2012 - All Rights Reserved
Five Key Points To Remember
1. Purchasing virtual goods is becoming more and more mainstream each year. Purchasing is up from 12% in 2009 to 25% in 2011 across consumers.
2. Purchasers are more likely to be men and 13-34 year olds. However, it is important to note it is not limited to those demographics.
3. Virtual goods expand a gamer’s experience with the game but it does significantly effect the purchase decision.
4. Seven in ten gamers who have not purchased virtual goods do not reject the idea so the future is bright. This attitude exists across all demographic groups.
5. Gifting virtual goods is unexplored territory.
PlaySpan 2012 - All Rights Reserved
Robert M. Crawford, Ph.D.
Vice President, Research
Mike Vorhaus
President, Magid Advisors
PlaySpan 2012 - All Rights Reserved
http://slidesha.re/Aa2ZKa
Eric Gonzalez
VSCpr on behalf of PlaySpan
Robb Lewis
PlaySpan
@robblewis
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