BOSTON – September 9, 2011– MocoSpace today announced results of a new study on virtual goods purchases of Americans by ethnicity. The data was acquired during in June 2011 by looking at anonymous data of 40,000 mobile social gamers on the MocoSpace platform. The findings demonstrate that consumer markets vary in their spending habits within mobile social games.
The report found that Caucasians and African Americans over-index on virtual goods spending. Caucasians, which made up 18% of surveyed users, made 26 percent of virtual goods purchases. African-Americans, which comprised 36 percent of surveyed respondents, made up 38 percent of purchases, a slight over-index.
By comparison, Hispanics, which comprised 31 percent of surveyed respondents, were responsible for 21 percent of virtual goods purchases.
Asian Americans, Native Americans and Pacific Islanders spent their fair share. Each group accounted for roughly 4 percent of virtual goods purchases and each made up 4 percent of the respondent base.
As background, virtual goods are a primary revenue source for free-to-play mobile games including MocoSpace games. The report analyzed virtual goods bought in-game using the company’s virtual currency.
“Virtual goods has now become such a mainstream business that it makes sense to really start segmenting it. We’ve started to sort our data by a number of criteria, including ethnicity and gender. Over time, this sort of information will change how mobile game developers and publishers create content and market their titles, something that is already happening in console and online gaming industry,” says MocoSpace CEO Justin Siegel.
To learn more about MocoSpace please visit: www.mocospace.com
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