Consumer Trends in Virtual Goods and Downloadable Games in North America and Europe
March 26, 2010
In recent years, the game market in Asia has exploded driven by online games and virtual goods Now these trends are rapidly coming to the rest of the world. This new report, based on surveying current consumer attitudes and seven years of actual transaction data provides the most comprehensive look to date at how digital distribution models are being adopted by core gamers. » Order NOW!
Request a sampleTo understand how the movement to digital downloads and virtual goods are impacting the core game consumer, DFC Intelligence conducted a survey of nearly 5,000 gamers and partnered with Live Gamer to analyze seven years of virtual good transaction data from games released in Korea, U.S. Germany, Japan, the Philippines and Vietnam.
The result of this research is being presented in a detailed report which also includes access to Excel spreadsheets with survey data.
Part One Demographics and Methodology
- Source: The report is based on two major sources of primary research: 1) a survey of core consumers and 2) analysis of actual virtual goods transaction data from Live Gamer
- Survey Date: February 2010
- Consumers Surveyed: 4,816 in North America, U.K. and Europe
- Target Demographic: Gamers between the age of 13-24, primarily male
- User Base: Drawn from 15 million+ Xfire users
- Transaction Data: Analysis of Liver Gamer transaction data by country (Korea, U.S. Germany, Japan, the Philippines and Vietnam) and game from 2002-2009
Part Two Games Owned and Bought: Physical Goods
- Games owned, spending and units bought (overall and broken down by country)
Part Three Purchasing Digital Content
- How many have purchased (overall and broken down by country)
- What type of content purchased (overall and broken down by country)
- Analysis: Attitude questions on Downloadable Content (overall and broken down by country)
- Services used to Buy Digital Content (overall and broken down by country)
Part Four Hardware Systems Owned
- Systems owned (overall and broken down by country)
- DLC content purchase by platform overall for major platforms (Xbox 360, PS3, PC, Wii, iPod, mobile phone)
Part Five iPhone/iPod Touch
- Ownership by country
- Applications purchased (overall)
- Spending on games (overall and broken down by country)
Part Six Subscription games
- Total paying a monthly subscription (overall and broken down by country)
- Number of games currently subscribed to (overall and broken down by country)
- Amount spent (overall and broken down by country)
- Actual games subscribed to (overall)
Part Seven In-Game Goods
- Purchase of in-game goods (overall and broken down by country)
- Types of in-game goods purchased (overall and broken down by country)
- Reasons for buying in-game goods (overall and broken down by country)
- Amount spent on in-game goods (overall and broken down by country)
- F2P games used (overall)
- Frequency of F2P play (overall and broken down by country)
Part Eight Trading Goods
- Purchasing goods from another player (overall and broken down by country)
- Selling Goods to another player (overall and broken down by country)
- Opinions on trading goods (overall and broken down by country)
Part Nine Transactional Analysis and Forecasts
Data analysis of Live Gamer data by country
- Average per transaction of all games combined by country
- High game average per transaction by country (for games with 2+ year track record)
- Hypothetical models for future product
Contact: Ozzie Monge at omonge at dfcint dot com or info at dfcint dot com» Order NOW!Request a sample
