Data from PlaySpan Consumer Insights Report on Retail Video Game Cards
PlaySpan announced recently its first consumer insights report of one of its major payment options, the Ultimate Game Card (UGC), which allows users to purchase virtual goods or games without the use of credit cards. The survey polled over 2,500 customers and yielded some rather interesting results.
According to the survey, a staggering majority of consumers, 75%, said that they actually log in more than two hours a day in virtual worlds or playing video games. Furthermore, 20.9% claimed to have received the card as a gift, while the remainder purchased it as a “gift” for themselves.
In terms of viral growth, the report stated that 51.9% of users had recommended UGC to a friend and 29% to over ten. In addition, 35.8% said they had purchased the card over four times thus far, and that 80% would likely buy the UGC again. Of these same participants, nearly half, 48%, were within the primary age demographic for game cards (14-18).














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