Consumer spending on virtual goods has doubled since 2009, according to a survey by Visa’s PlaySpan digital monetization division. And the total U.S. market value for virtual goods grew 28 percent to $2.3 billion in 2011.
PlaySpan and the survey firm Frank N. Magid Associates surveyed 600 people and found that gamers spend an average of $64 on virtual goods during the course of a year. That’s the equivalent of one marquee console game.
One in four consumers bought a virtual good in 2011, up 100 percent from 2009. Among U.S. gamers, 35 percent have purchased a virtual good, up 50 percent over 2010. U.S. male gamers were twice as likely as female gamers to buy virtual items such as better weapons or decorations in a game.