Research: Virtual product consumption is in the ascendant to boost game industry transformation

Source: Internet
Author: User
Keywords Virtual products buy player transition

Intermediary transaction SEO diagnosis Taobao guest Cloud host technology Hall

It is no secret that the "Iris News" game has found its own new destination on the Internet, social networking and mobile platforms. Of course, especially with the increase in free games, developers need to find ways to generate revenue from program products or to generate revenue based on browser games. In addition to mobile or banner ads, there is a program or within the game to buy services, that is, the traditional game free value-added mode. There are many games that integrate virtual markets to attract all kinds of virtual products.

For game developers, a good news is that the virtual products in the ascendant, and increasingly popular. A recent study by Playspan, a virtual product service provider, shows that users have increased twice times their investment in virtual products (virtual money and virtual product integration) since 2009. In 2011, purchases of virtual goods in the US market amounted to $2.3 billion trillion, up nearly 305 per cent from 2009. This means that, in 2011, the average player buys a virtual product for 64 dollars, almost as much as the price of a game machine.

In the United States, 355 of gamers buy virtual products, up about 50% from 2010. Male gamers are twice times more likely to buy virtual products than women. 50% of men aged 24 were said to have purchased virtual products in 2011, while only 15% of female players of the same age were buying virtual products.

"We are now on a node where consumers are beginning to feel comfortable buying virtual products on the web and mobile products," says Karl Mehta, founder of Playspan organization. The study found that 70% of users who have not purchased virtual products in the United States say they will buy virtual products in the future. Users ' recognition and openness to the purchase of virtual products not only represents a huge opportunity for the gaming industry, but also represents a huge opportunity for all digital content businesses, including music, movies, social gifts, prizes, and so on.

The above research data, for digital content developers and distributors is a great promotion, they will focus on strategic implementation through the platform to contact the right users. The study showed that when asked why users bought a game, 64% said their choices were based on game prices, 51% were based on game style, and 48% were based on friends ' recommendations. The latter survey data show social gaming companies whether they need to integrate social images, or let users recommend to their friends, or share the games they play with friends.

Research shows that it is important for game developers to find the right way to motivate users to buy virtual products. The study found that 55% of gamers said they bought virtual products to "play better", followed by "to gain a better gaming experience", and again to "elevate the user's place in the player world."

The study also analyzed the user's favorite gaming platform for virtual shopping, and reported that in 2011 the most popular gaming platform was Microsoft's Xbox Live or Sony's PS store. 48% of players are buying virtual products on a gaming platform with Internet access, but this is changing, with users of virtual products rising 42% per cent directly in the game, and 40% and 13% of players buying products through paid game cards and online virtual stores.

In short, consumer spending habits are changing, with more than twice times as many players buying virtual products as they were two years ago. With the proper implementation of the purchase strategy within the game or within the product, developers will have more opportunities to make free gaming profitable, which will also provide more choices for players.

Related Article

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.