Friday, September 30, 2011

Social Gamers Open to In-App Ads, Commerce, Virtual Currencies

About seven percent of social gamers surveyed by Interpret, on behalf of RockYou, would use real money to purchase a virtual item not used inside the game, 14 percent have used real money to purchase virtual currency, 13 percent use a branded virtual good, and 18 percent paid to play a game or get items in a game.

On average, gamers spend $42.70 on in-game items or virtual currency. A quarter of the survey participants report buying virtual currency at least once weekly, and 55 percent would rather earn virtual currency than purchase items with real money.

When it comes to ads in games, 45 percent are open to viewing in-game ads to earn virtual currency, 42 percent are more motivated to play a social game that offers real-world rewards, like a coupon or gift card, and 41 percent will review the game or spread the word through their social network page to earn virtual currency.

All of those sentiments illustrate growing interest on the part of game developers in in-application commerce, in-app advertising and in-app "currencies" of various types.

No comments:

AI "Do Something, Now" Advice Will Mostly Lead to Irrelevant Outcomes

Whenever an important new technology arrives, it gets hyped, and the bigger the possible transformation, the greater the hype. And that is l...