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GamesIndustry:女性游戏虚拟交易消费能力超过男性玩家

发布时间:2010-07-23 02:20:49 Tags:,,

研究发现女性玩家每年在游戏虚拟交易消费超过15美元,这个水准超过了男性玩家。

该研究针对2221个玩家进行了问卷调查,发现年纪在25岁以上的玩家每年在游戏虚拟交易消费超过15美元,超过了同期男性玩家的消费能力。

75%的受访者认为他们在过去的一年里有过虚拟物品消费行为(该调查的一个不完美的地方在于受访用户仅限于PlaySpan提供的游戏和服务)。而玩家们每周在游戏上的花费时间是23.7个小时,而一般来讲一年会玩8.4款社交游戏和17款手机游戏。

BlingDolls

BlingDolls

VGMarket总裁Michael Gluck表示,该调查可以给游戏开发者们提供一些研发倾向的基础分析。

When it comes to virtual goods, women outspend men according to a new VGMarket/PlaySpan survey reported  by GamesIndustry.biz. The survey, completed by 2221 respondents, found that women aged 25

and older spend an average of $15 more per year on virtual items than men. The survey wasn’t a perfect split among the genders, however, since 78% of the respondents were men.

75% of the respondents purchased digital goods within the last year, but it should be noted that the study only polled users of PlaySpan games and services. It also found that users spent an average of 23.7 hours a week playing the games, and in an average year will play 8.4 social network games and 17 iPhone games.

“The report demonstrates a number of significant trends and monetization opportunities available to both first-party publishers and third-party marketplaces through the sale of digital goods,” said VGMarket president Michael Gluck. “Each type of digital good has a unique level of demand, and the amount of money that a consumer spends on digital goods continues to vary widely by genre.”

While the study is limited in scope due to its sampling of one particular casual games service, it’s one of the closest looks we’ve gotten at social games’ buying trends. Since social games are so open and varied, it would be nearly impossible to do a truly comprehensive study. A look at Zygna alone would shed more light on the subject, but for the time being, these figures are probably roughly comparable to the trends in the wider market.


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