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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
58% of all its users have bought virtual goods from inside free-to-play games, significantly more than more traditional titles, according to a study by digital goods monetization firm PlaySpan.
58% of all its users have bought virtual goods from inside free-to-play games, significantly more than more traditional titles, according to a study by digital goods monetization firm PlaySpan. Based on a survey of 2,425 of PlaySpan users who had bought digital goods from publishers within the last year, VGMarket found that 58 percent of users bought goods from within a free-to-play game -- the highest proportion -- while 34 percent of users made in-game purchases in MMOs and 23 percent made purchases from social games. Traditional online PC, console, and casual games saw much lower digital goods pickup: 12 percent, 9 percent, and 9 percent respectively. And not only did free-to-play games see the highest purchase penetration among users, they also generated the most money on a per-user basis. The average user's expenditure on publisher-sold free-to-play digital goods over the course of 12 months was $75, compared to $60 for MMOs, and $50 for social network games. As with the penetration statistics, more traditional gametypes saw lower annual expenditure, but those games of course also derive their primary revenue from up-front purchase cost. Respectively, online PC games, online console games, and casual games saw digital goods spending of $40, $36, and $29. And as for what people are buying? Spam doesn't lie: People like purchasing in-game currency. Among both publisher-sold digital goods and digital goods sold by external parties, currency was by far the most-wanted commodity. Among publisher-sold goods, 73 percent of buyers bought currency, 40 percent bought weapons, 32 percent bought wearable items, and 30 percent bought subscription codes. Third-party-sold goods saw similar proportions. Of those who buy, 24 percent say they do so every day, while 65 percent say they do so at least once a week, which indicates why annual figures are so high despite individual transaction costs traditionally being quite low. [UPDATE: headline corrected.]
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