Women Head the Virtual Good Sales

Posted By: dotCOMreport Editor

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The Digital Goods Spending report from VG Market, who is the in game provider for Playspan, states that the growth in the virtual market world is barely making a dent. This market will have many tremendous opportunities in the future.

 

Which consumers are heading up this spending? Well it should not surprise you that it would be the female population. In July 75 per cent of the respondents that were polled used their money to pay for virtual goods and that they expect to continue spending that same amount of money over the next 12 months.

 

Women spend twice as much compared to men on social network games. The figures are interesting because in the overall figures if a woman spends $80.00 dollars, the men are showing to spend $60.00.

 

It seems like a lot of money to be spending on a virtual good,  if you ask me, but more interesting is the fact that that figure is more then likely to rise with custom goods along with inventory of goods on sites like Facebook which has seen even more game playing then any other social networking site.

 

The highlights of the report show that those who did respond prefer to buy for free to play games, MMO’s and other social networking games. Women in North America, over the age of 25 are spending the most on the digital goods. The most popular game money is being spent on is Farmville. In game currency and virtual gifts along with wearables are the most popular types of digital goods.

 

Funny though, given the current economic state, few people are turning off their internet. I think it comes down to the generation that requires instant gratification with their need to be satisfied with these brandings and the socialization of it all.

 


Posted In » General, Recent News, Social Networking
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2 Responses to “Women Head the Virtual Good Sales”

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    stag parties

    Write about yourself, have cool photos, cool friends help, messages on “the wall” or what you use help, basically everything that shows you’re a real human being with friends and people who care for you.

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    the food network

    Yes, this article is indeed pointing at a valid trend. I have been designing software tools, architecture, and gadgets sold on the Second Life platform for the last few years. This last year, I have noticed an increase of sales taking place during business hours. A few years ago weekends saw most of the sales, however lately the weekdays are balancing that out. I can only attribute this work week increase to regular businesses also utilizing the technology for meetings and work.

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