VGMarket and PlaySpan, released their 2010 Digital Goods Report on Wednesday. The report reveals consumer behavior patterns among existing customers of third-party and first-party online game marketplaces.
The median spent on digital goods in 2009 was:
$50 per year for Social Networks
$40 per year for MMOs
$40 per year for Casual Games
$40 per year for Free to Play Games
$37 per year for PC Games with Online Play
$20 per year for Console Games with Online Play
Other key points include:
32% of respondents made purchases within social networks
Males are playing significantly more games and are the primary drivers of total digital goods sales
North American women 25 and older are spending disproportionately large sums of money on digital goods
The average female spent $55 dollars on Social Network games compared to $30 for males
Network World is reporting that the Asia-Pacific PC market (excluding Japan) grew 15% in the quarter and 36% year-over-year in the second quarter of 2010 to reach 27 million units, according to IDC. The growth is double digits in almost all countries.
EEDAR and the Guildhall at SMU released a new study (download it here) on how professional review scores affect purchase intent. There is a correlation between positive reviews helping to drive sales, however it isn’t a direct relationship (but we already knew that). The interesting part is that people not exposed to review scores rated things higher than the media and had higher purchase intent. My takeaway is that if your game isn’t great, don’t send out copies to the media for review and you’ll have more sales.