A new study has found that one out of every three online gamers is spending real currency for virtual goods. The study, commissioned by Visa’s PlaySpan and VG Market, polled more than 1,000 men and woman gamers last month.

Some key findings from the study include:

  • Console games with online play account for more than half (51 percent) of virtual purchases using real money.
  • Social networking sites report 30 percent of purchases while massively multiplayer online (MMO) games account for 28 percent.
  • Females are three times more likely than men to use Facebook credits to purchase virtual goods and/or services (32 percent to 13 percent, respectively).

What we found most interesting, however, were the results indicating how frequently consumers were purchasing virtual goods and services online. With more than 10 years serving the digital commerce industry, Plimus has kept a close eye on both how often and how much consumers buy online.

Based on conversations with our customers, partners and general consumers, we’re confident the virtual goods market will not slow down anytime soon. As indicated in the survey, 72 percent of respondents indicated they spent more or about the same money on virtual sales compared to last year. Moreover, results indicated that nearly 48 percent of consumers have purchased in-game currency within the past 12 months.

These figures will continue to rise as more and more consumers engage with the virtual world. Let’s hope that next year’s results show three out of four online gamers spending money for virtual goods.

You can learn more about this study by reading Dean Takahashi’s article, “More Gamers Are Spending Real Money on Virtual Goods, And Women Are Spending More Than Men,” published early last week.

A new study has found that one out of every three online gamers is spending real currency for virtual goods. The study, commissioned by Visa’s PlaySpan and VG Market, polled more than 1,000 men and woman gamers last month.

Some key findings from the study include:

  • Console games with online play account for more than half (51 percent) of virtual purchases using real money.
  • Social networking sites report 30 percent of purchases while massively multiplayer online (MMO) games account for 28 percent.
  • Females are three times more likely than men to use Facebook credits to purchase virtual goods and/or services (32 percent to 13 percent, respectively).

What we found most interesting, however, were the results indicating how frequently consumers were purchasing virtual goods and services online. With more than 10 years serving the digital commerce industry, Plimus has kept a close eye on both how often and how much consumers buy online.

Based on conversations with our customers, partners and general consumers, we’re confident the virtual goods market will not slow down anytime soon. As indicated in the survey, 72 percent of respondents indicated they spent more or about the same money on virtual sales compared to last year. Moreover, results indicated that nearly 48 percent of consumers have purchased in-game currency within the past 12 months.

These figures will continue to rise as more and more consumers engage with the virtual world. Let’s hope that next year’s results show three out of four online gamers spending money for virtual goods.

You can learn more about this study by reading Dean Takahashi’s article, “More Gamers Are Spending Real Money on Virtual Goods, And Women Are Spending More Than Men,” published early last week.