How much money do gamers REALLY spend? – European Gaming Industry News
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How much money do gamers REALLY spend?

George Miller

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The art of making money from video games has always been crucial to making them work. From coin-operated arcade games to cartridges and discs for consoles, getting the prices right has been key to make them successful and profitable. Today it’s all about in-game purchases, whether in mobile games or Massively Multiplayer Online (MMO) games like World of Warcraft, League of Legends or Fortnite.

They allow gamers to spend real money on virtual currency, special abilities, clothing, or even virtual vehicles and property and if they get it right, it can be incredibly lucrative. But how much does the average American gamer actually spend while playing MMOs?

The simple answer to that is $229, with the most common responses being between $51 and $100 while over a third of gamers had spent more than $500. As to what makes an average gamer, over 60% of people who responded to the survey were male, while the average age was 32 and the usual gaming time was three to six hours a day.

When it came to how they paid for their in-game purchases, MMO gamers were split closely between debit cards (36.2%) and credit cards (33.8%), with PayPal a distant third place. There was a clear difference between the genders in terms of how much money they spent on average, with male gamers spending $262 while female gamers spent only $177.

One of the most interesting results is what impact age has on how much money is spent by gamers. The peak age for spending is the 35-44 bracket, where disposable income and enthusiasm for gaming are both high, with the over 55s and 18-24s spending the least. The 13-17 age group were high spenders, though their parents wouldn’t need to be told that.

The top ten games for spending features many high profile franchises, as you might expect, with World of Warcraft, Call of Duty, Fortnite, Grand Theft Auto, Final Fantasy and Minecraft all popular. But one question remains – why do they spend the money? 68% told the survey that they made in-game purchases to remain competitive, with a huge 83.8% of the 35-44 age bracket agreeing with that statement. By comparison, the 13-17s largely disagreed, with 79.1% saying they didn’t spend to be competitive.

As MMOs get ever more popular and ever more sophisticated about how they convince gamers to part with their real world money to enhance their in-game experience, it will be fascinating to see how gamer spending evolves. How much do you spend while you’re playing video games?

Industry News

Gaming Revenue in Spain Drops 50% Year-on-Year

Niji Narayan

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Gaming Revenue in Spain Drops 50% Year-on-Year
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According to an annual report on gaming compiled by industry association Cejuego with the University Carlos III of Madrid, gambling revenue in Spain has dropped by 50% year-on-year.

The report shows gross revenue for all products and channels was €4.35bn for the period up until the end of October, down 50% compared to the same ten months in 2019.

Of the revenue reported so far this year, private companies generated €2.45bn while the state-owned Organización Nacional de Ciegos Españoles (ONCE) and Sociedad Estatal Loterías y Apuestas del Estado (SELAE) generated €1.9bn.

“Despite the fact the drop in income from gaming companies is higher than that recorded in other sectors such as fashion, automobiles or in-store sales in department stores, we have managed to reduce ERTES [temporary layoffs or reductions in hours] to 15 per cent of the workforce, so that 85 per cent of employees in the sector are working at the moment,” Alejandro Landaluce, CEO of Cejuegos, said.

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Industry News

Scientific Games Integrates BlueRibbon’s Jackpot Solution into its OpenGaming Platform

Niji Narayan

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Scientific Games Integrates BlueRibbon’s Jackpot Solution into its OpenGaming Platform
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Scientific Games Corporation has integrated BlueRibbon’s customisable jackpot solution into its OpenGaming platform.

This new partnership strengthens Scientific Games’ OpenGaming, providing partners across regulated markets with the ability to create bespoke jackpots within games via BlueRibbon’s software.

Kaizen Gaming brand Stoiximan has become the first OpenGaming customer of Scientific Games to utilise the marketing tool following this new agreement, with the software to be rolled out with all the Company’s customers in the coming months.

“The unprecedented global reach that Scientific Games possesses with its OGS platform ensures that this new partnership is hugely significant to us. Integrating our software will open the door to many new opportunities. We’re excited to bring our highly effective solution to even more operators across the globe,” Amir Askarov, Co-Founder & CEO of BlueRibbon, said.

“Providing an innovative and wide product range has been our priority, and we wanted to include the customizable jackpot software that BlueRibbon provides into our offering. Following a seamless integration through Scientific Games’ OpenGaming, we’ve been in a position to produce a campaign that matches our needs and brand identity. The initial results demonstrate that we are heading to the right direction, with players appreciating the way in which we’ve delivered an improved user experience,” Dimokratis Papadimos, RNG Casino Manager at Kaizen Gaming, said.

“We’re excited to bring BlueRibbon’s innovative marketing and jackpot products to the OGS. Players are constantly looking for something new from their gaming sessions, and by bringing together our gamification technology with BlueRibbon’s software, it’s the perfect match to deliver an exciting new experience. Our philosophy is all about bringing cutting-edge innovation to our leading global network, and this new partnership delivers on that promise,” Dylan Slaney, SVP Gaming, Digital at Scientific Games, said.

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Grand Korea Leisure Temporarily Closes its Busan Lotte Venue

Niji Narayan

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Grand Korea Leisure Temporarily Closes its Busan Lotte Venue
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Grand Korea Leisure Co (GKL) has confirmed that its Busan Lotte venue has closed due to a new wave of Covid-19 infections. The closure will run until 9 am on December 15, according to a filing by the company.

GKL had previously confirmed that two resorts in Seoul, Gangnam Coex Seoul and Gangbuk Millennium Seoul Hilton, would close from 12 am on November 24 until 9 am on December 8.

As a result of the Busan shutdown, the firm has increased its estimate of the economic impact of the new shutdowns to KRW5.5bn (US$5m) based on average daily net sales for July to September.

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