Playspan Press Coverage
-
A Third of Gamers Spend Real Money on Virtual Goods
Digital Media Wire, August 8, 2011
According to new research released by PlaySpan, nearly a third (31 percent) of gamers have purchased virtual content using real-world money, and over half of those buyers (57 percent) report doing so at least once a month.
-
Females Spending More Real Cash On Virtual Goods In Video Games Than Males
Forbes.com, August 7, 2011
It seems the virtual world of video games is replicating the real world mall, when it comes to the shopping habits of males versus females on in-game virtual goods. U.S. Gamers, whose online purchases of digital goods were once paid for largely by credits earned from advertiser offers, now say they are migrating to “real world” payment for digital goods using debit, credit and prepaid cards, according to a new study of online gamer behavior commissioned by PlaySpan, a Visa company, and undertaken by research firm VGMarket.
-
One in Three Gamers Has Purchased Virtual Content with Real Money
MMO Crunch, August 6, 2011
In a new study conducted by PlaySpan and VG Market it was revealed that almost 1 out of 3 gamers (31%) have purchased virtual game content using real money.
-
New study finds women three times as likely to use Facebook Credits as men
AOL Games Blog, August 5, 2011
PlaySpan and research firm VGMarket have partnered to study online purchases of virtual items or currency, using real-world money.
-
Gamers using 'real world' money to purchase virtual content
India Times- Times of India, August 5, 2011
US Gamers, whose online purchases of digital goods were once paid for largely by credits earned from advertiser offers, now say they are migrating to "real world" payment for digital goods using debit, credit and prepaid cards, according to a new study of online gamer behavior commissioned by PlaySpan, a Visa company, and undertaken by research firm VGMarket.
-
Survey suggests average spend on virtual items for casual, social games is declining
PocketGamer.biz, August 5, 2011
With virtual goods becoming the main driving force of the games industry, some interesting figures have been thrown up by a survey of US gamers carried by market research firm VGMarket for global payments outfit PlaySpan, part of Visa.
-
Over half of gamers purchase virtual goods, says report
VideoGamer.com, August 5, 2011
Based on a sample of 1000 gamers drawn from a VGMarket database, 57 per cent of gamer participants purchase virtual goods every month.
-
EA Superstar revenue ~$70 mil? Console still dominates.
Gamasutra.com, August 5, 2011
A new study by Visa’s PlaySpan and VG Market Study came out showing that roughly one third of all players spend money on virtual games.
-
Study finds over 50% of virtual purchases made using real money
Go Nintendo, August 5, 2011
The following information comes from a study handled by Visa’s PlaySpan and VG Market.
-
The Globe and Mail, August 5, 2011
Gamers spending more on virtual items

