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Consumer Trends in Virtual Goods and Downloadable Games in North America and Europe

DFC Intelligence, March 2010


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In recent years, the game market in Asia has exploded driven by online games and virtual goods Now these trends are rapidly coming to the rest of the world. This new report, based on surveying current consumer attitudes and seven years of actual transaction data provides the most comprehensive look to date at how digital distribution models are being adopted by core gamers.

To understand how the movement to digital downloads and virtual goods are impacting the core game consumer, DFC Intelligence conducted a survey of nearly 5,000 gamers and partnered with Live Gamer to analyze seven years of virtual good transaction data from games released in Korea, U.S. Germany, Japan, the Philippines and Vietnam.

The result of this research is being presented in a detailed report which also includes access to Excel spreadsheets with survey data.



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