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More than $2.3 billion of virtual goods were purchased in 2011 (up nearly 30% from 2009) in the U.S. according to PlaySpan’s latest study of virtual goods purchasing trends. According to the study, one in four consumers bought a virtual good in 2011, spending $64 on average. Not surprisingly, young males still dominate the business – almost 50% of males under 24 have purchased a virtual good in 2011. The survey has been conducted by Frank N. Magid Associates in early January of 2012.
Virtual goods are a booming business and have become a mainstream topic. Big brands have entered the market: Virtual goods monetization platform PlaySpan was acquired by credit card giant Visa last year. “Consumer acceptance of virtual goods represents a huge growth opportunity, not just for game publishers, but for all digital content companies,” commented Karl Mehta, founder of PlaySpan.
Check out PlaySpan’s Virtual Goods Trends Report: