Playspan Press Coverage
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30% of freemium users 'have paid for goods'
Develop Online, August 4, 2011
Study by PlaySpan and VG Market reveals useful information on burgeoning freemium sector
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31% of Gamers Have Purchased Digital Goods
Mobile Marketing & Technology, August 4, 2011
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.
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Consumers Shift to Real World Cash for Virtual Purchases
Game Politics, August 4, 2011
According to a new study conducted by VGMarket and commissioned by Playspan, U.S. gamers have shifted from using credits earned from advertising offers to "real world" payments for digital goods using debit, credit and prepaid cards.
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PlaySpan: A third of gamers have used real-world money to buy virtual goods
Gaming Angels, August 4, 2011
Gamers are taking to their wallets rather than completing advertiser offers to purchase in-game content, according to a study of 1000 gamers’ online behavior commissioned by PlaySpan.
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Report: Digital goods growing, but not on social networks
San Jose Business Journal, August 4, 2011
While digital goods are only getting more lucrative in some segments of gaming, they're actually slowing in the segments they've traditionally been associated with, if a report issued today by Playspan is to be believed.
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Report: More Gamers Are Using Real Money On Virtual Goods; Women More Likely To Use Facebook Credits
Tech Crunch, August 4, 2011
A new study is being released by Visa-owned PlaySpan with research firm VGMarket on how and what gamers are spending on virtual goods.
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PlaySpan Says Gamers Are Buying More Virtual Goods, But Can We Trust the Data?
New York Times, August 4, 2011
PlaySpan, a subsidiary of Visa whose UltimatePay product provides global in-app payments for Facebook Credits and other gaming platforms, released a demographic breakdown of U.S. gamers who purchase virtual goods.
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Visa’s PlaySpan Finds Life After Facebook Credits Profitable, Educational for Social Game Developers
Inside Social Games, August 4, 2011
Though Visa’s somewhat recently acquired PlaySpan can no longer serve as an in-game purchasing method on Facebook, the payment service is still finding profit on the platform now that Facebook Credits are implemented across all social games.
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PlaySpan Says Gamers Are Buying More Virtual Goods, But Can We Trust the Data? [Updated]
ReadWriteWeb, August 4, 2011
Today, PlaySpan, a subsidiary of Visa whose UltimatePay product provides global in-app payments for Facebook Credits and other gaming platforms, released a demographic breakdown of U.S. gamers who purchase virtual goods.
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Report: More Gamers Are Using Real Money On Virtual Goods; Women More Likely To Use Facebook Credits
Washington Post, August 4, 2011
A new study is being released by Visa-owned PlaySpan with research firm VGMarket on how and what gamers are spending on virtual goods.

