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August 4, 2011 / David Bleeker

Report: More Gamers Are Using Real Money On Virtual Goods; Women More Likely To Use Facebook Credits

A new study is being released by Visa-owned PlaySpan with research firm VGMarket on how and what gamers are spending on virtual goods. According to the study, nearly one-third of the general gamer population has used real world money (as opposed to virtual currency) to purchase virtual goods. Console games with online play account for the majority (51%) of virtual purchases using real world money, with social networking games (30%) coming in at second.

The report shows that 48% of the general gamer population have purchased in-game currency over the last 12 months and in terms of frequency, 57% of the general gamer population said they make purchases of virtual items using real world money at least once every month, with 72% of the general population citing that they would spend more or about the same as they did last year. [read more]

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