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Report: More Gamers Are Using Real Money On Virtual Goods; Women More Likely To Use Facebook Credits
TechCrunch (Aug 4 2011)
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A new study is being released by Visa-owned PlaySpan with research firm VGMarket on how and what gamers are spending on virtual goods. According to the study, nearly one-third of the general gamer population has used real world money (as opposed to virtual currency) to purchase virtual goods. Console games with online play account for the majority (51%) of virtual purchases using real world money, with social networking games (30%) coming in at second. The ... (Read Full Article)
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