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  • Study suggests one in three gamers has purchased virtual goods

    by 
    Jef Reahard
    Jef Reahard
    08.04.2011

    Let's say you're playing an MMO with two of your mates. They could be online friends, real-world friends, or some combination of both. According to a new study conducted by PlaySpan and VGMarket, one of you has used real-world money to purchase virtual items. The research was compiled last month and samples a pool of 1,000 gamers drawn from a VGMarket database. While the one-in-three statistic is interesting in its own right, even more compelling is the evidence that suggests 57 percent of participants purchase virtual items on a monthly basis. You might think that social networking games are responsible for the lion's share of these percentages, but VGMarket's data show console games with online play accounting for 51 percent of the purchases, with social titles claiming second place at 30 percent (MMOs came in third, if you're curious). The study presents quite a number of curious factoids despite its relatively small sample size, and you can check out all the findings at the official PlaySpan website. It's also worth noting that downloading the full study requires providing PlaySpan with your personal info via a web registration form.

  • Study claims that women spend double what men do on virtual goods

    by 
    Rubi Bayer
    Rubi Bayer
    07.22.2010

    Worlds in Motion is reporting on a new survey that takes a look at purchases of virtual goods and money. PlaySpan and VGMarket surveyed just over 2,200 people between the ages of 13 and 64 regarding their purchases of virtual goods and currency. Women are the big spenders here, particularly when it comes to in-game money. They spend an average of $50 per year as opposed to the $25 a year that men spend. The gap is a bit smaller but still significant when it comes to actual in-game items. Women spend an average of $55 a year and men an average of $30. The survey covered a few other similar results, including combined spending and a different result when overall median spending was compared. The full survey is an interesting read, particularly considering the increasing popularity of microtransactions in the MMO world.

  • Rumor: Gaming conventions to convene in Xbox Live

    by 
    Ben Gilbert
    Ben Gilbert
    11.30.2009

    According to a recent survey conducted by market research company VGMarket, Microsoft may be working on an "interactive, online version" of your favorite gaming conventions -- from E3 to ComicCon and everything in between. As noted by a Destructoid reader who took the survey, the online questionnaire presented the aforementioned hypothetical situation, and then went into detail about how such a situation might play out. "Sign onto Xbox Live and you can enter a virtual version of that convention ... this virtual version contains 20–60 virtual booths sponsored by larger publishers and developers presenting at the real world show," imagined the survey. The possibilities then reached outrageous levels as the idea of downloading "demos and/or betas" directly from the virtual convention floor and playing them that very moment was suggested. However, as VGMarket doesn't list Microsoft among its clients on the company's official website, and a representative could not be reached for comment, the veracity of this survey and its information is still very much in question.