
A recent report leveraging global research has shown that 88 percent of consumers had purchased some type of digital content (including music, movies and games), while 60 percent of those responding indicated they had purchased an in-game good that was not a full game. The report, titled “Consumer Trends in Virtual Goods and Downloadable Gaming in North America and Europe,”used two sources: research from a survey of 5,000 gamers in North America in Europe, and seven years of historical Live Gamer micro-transaction data from multiple countries including South Korea, U.S., Japan, Germany, Vietnam and the Philippines.
Read more