News, research and discussion on virtual goods, currencies and economies globally.

13 Percent

Also posted at Terra Nova

According to Playspan, and reported by various outlets this week, 13% of internet users bought virtual goods last year, spending a little over $90 on average.  (If this is accurate, it matches the percentage of voters who claim membership in the Tea Party, the percentage of CEOs who drove hybrids in 2007, and the percentage of teenagers who eat the recommended amount of fruits and vegetables.)  Estimated global revenues from sales = over $10B.

In related news, 44M game passwords were reportedly stolen, presumably with the hopes of supplying a bit of that 13 percent, multi-billion dollar market.

David Grundy

Overall I found slightly higher rates than that in a 2009 survey of around 2200 participants. Around 1 in 5 for World of Warcraft players. For the EVE Online participants that 13% figure was about the same though.