Multi-Play Video (compiled/wendy) according to a new study by the payment service provider Playspan and Research Institute Vgmarket, 75% of gamers are happy to buy virtual goods. Although the number of people buying virtual goods is the majority of men, in per capita consumption, women are twice times more than men. The report surveyed 2,200 gamers, 64% of whom had paid to buy virtual goods, while 9% admitted that virtual consumption had become a daily fixed expense. Most enthusiasts of virtual consumption are online gamers, and the most popular virtual items are game coins. The figure above shows that free gamers who buy virtual goods account for 45% of the total number of surveys and also show women spend an average of 50 dollars a year on the game, while men are 25 of dollars, the gap in the consumption of virtual goods becomes smaller, women spend an average of 55 dollars a year, and men spend an average of 30 dollars a year, Women spend 83% more than men. The median cost of two genders is closer, with women being 80 dollars a year, and men being 60 dollars a year, indicating that the above averages may be affected by extreme values, and that the median number is not as susceptible to extreme values. Despite individual gender differences, men generally preferred to spend on virtual goods, among 2,221 individuals surveyed, aged 13 to 64, and 78% male, and 75% of all respondents said they had purchased virtual goods in the past year. Virtual Items Cover game props, game content, money in social games, multiplayer online games, online stand-alone games, host games, and additional ratings and DLC. Overall, this is probably a relatively low representation of women, as many of the respondents play online stand-alone or host games with fewer female players, and such games rarely offer the opportunity to buy virtual props, unlike social games or large online games, where female players are more offers a lot of opportunities to buy virtual props.
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