Purchase of virtual goods in social games in 2011

How likely would you be to purchase a virtual item with real money?

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Source

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Release date

November 2011

Region

United Kingdom, United States

Survey time period

September 15 to 22, 2011

Number of respondents

1,202 respondents

Age group

18 years and older

Special properties

Internet users

Supplementary notes

This question was asked in the survey in the following wording: "How likely would you be to purchase a virtual item with (real world) money if it gave you a modest short-lived advantage in a game, e.g., power up special, bonus multiplier or special weapon or tool? "

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Statistics on " Online shopping behavior in Japan "

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Overview

5

Device usage

5

Platform usage

4

Shopping categories

5

Purchase decision

4

Customer satisfaction

4

Online payment

4

Further related statistics

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Access all statistics starting from $2,388 USD yearly *

* For commercial use only

Basic Account

For single users
$0 USD
Always free
Access limited to Free Statistics. Premium Statistics are not included.
  • Free Statistics
Based on your interests

Starter Account

For single users
$199 USD
per month, billed annually 1
  • Free Statistics
  • Premium Statistics
  • The statistic on this page is a Premium Statistic and is included in this account.

Professional Account

For teams of up to 5 people
$959 USD
per month, billed annually 1
  • Free + Premium Statistics
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1 All prices do not include sales tax. The account requires an annual contract and will renew after one year to the regular list price.

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