Sina Science and technology news Beijing time, August 8 morning, a new study commissioned by Visa's online payment company, Playspan, shows that American online gamers are increasingly using debit cards, credit cards and prepaid cards to buy virtual goods, while female gamers are spending more than male players. Vgmarket A survey of more than 1000 players in the database in July this year. The results show that nearly 1/3 of ordinary players use real money to buy virtual goods. Of these players, 57% buy virtual goods at least once a month. Of all the players who buy virtual goods, 51% are host gamers, 30% are social gamers, and the third is the massively multiplayer online game (MMOGs) player. In the survey, 72% per cent of respondents said they expected 2011 years of money spent in the game to be greater than the equivalent of 2010. 67% of them said the game would take longer than last year, while 42% said there are more funds available for online games. 32% of respondents said that buying more virtual goods was because online payments were getting easier. Other reasons include buying a virtual product to bring in a higher return on the game. 42% of average gamers said they had bought virtual currencies in the game over the past 12 months. 47% of ordinary players said they had bought maps and checkpoints. 29% of gamers have bought weapons and equipment in the game. Overall, female gamers are 3 times times more likely to use Facebook credits to buy virtual goods than men. In large multiplayer online games, the average cost of female and male players is $111 and 74 dollars (purchased directly from game operators), and 86 and 77 dollars (purchased from third-party sources). The difference is even more pronounced in casual gaming. (D-Gold)
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