Show me someone stating that you can’t monetize a play-money prediction exchange, and I’ll show you an idiot.

58% of game players spent money on virtual items in free-to-play games in the past year.

The most commonly purchased virtual item (71%) was virtual currency, which most games require for the purchase of other virtual items. [] The next most purchased type of virtual item (37%) was weapons and then subscription codes (30%). After that, users reported purchasing wearables (26%), power-ups (25%), and virtual gifts (19%). Finishing out the list was DLC content (16%).

About Chris F. Masse

Founder and President of Midas Oracle
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