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  • Virtual Economy Study (Wow Included) done by InfoDev & World Bank

    Discussion in 'General Discussion Forum' started by Coffee, Apr 8, 2011.

    1. Coffee

      Coffee New Member

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      Saw this posted in my daily news feed this morning. Figured some people here would be interested in it. It's a long read (I didn't read it all), but I noticed some interesting stats.

      Such as: ~25% of MMO gamers buy from the secondary market.

      Also, in the report they say that the secondary market across all games is estimated to be worth $3 billion USD annually (half being from Chinese gamers), but they base this off their claim that the average NA/EU/JP buyer spends over $300 a year on goods, and the average Chinese buyer spends just slightly under $100 yearly, grossly over estimated numbers. While there are people that spend those amounts, I see the average being closer to $100 on the US/EU/JP side (not $300) and significantly lower than that in China.

      Page Link: Converting the Virtual Economy into Development Potential: Knowledge Map of the Virtual Economy | infoDev.org
      PDF Link: http://www.infodev.org/en/Document.1076.pdf

      WSJ Coverage: Selling Virtual Game Winnings: a $3 Billion Industry - Digits - WSJ
      The Washington Post Coverage: World Bank says online gaming industry is a boon to Asia economy - The Washington Post

      Thoughts? Also posted this on mmoshift.com
       

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