Inside Virtual Goods: Spending and Usage Patterns of the Mobile Gaming Audience Is Here

As adoption of smartphones and tablets continues to increase, mobile is becoming an essential platform for games companies. For social games companies, mobile is an ideal cross over platform. Both platforms capture a casual gaming audience and both audiences enjoy similar genres of games. For traditional console and PC games companies, mobile is a platform that allows them to reach a different audience and a possible gateway to introduce them to existing and new game franchises.

That’s why we’re excited to announce the release of Inside Virtual Goods: Spending and Usage Patterns of the Mobile Gaming Audience – US. The report presents an in-depth view of player behavior, motivations and spending patterns in the mobile games market. The report delves into patterns by age, gender and operating system (iOS or Android), allowing gaming companies to formulate successful strategies for their key audiences.

Inside Virtual Goods: Spending and Usage Patterns of the Mobile Gaming Audience – US focuses on the following areas:

  • Mobile Gaming Usage: What types of games are they playing? Where are they gaming? Who do they play with? Why do they play?
  • Path-to-Purchase: How are new games discovered? What considerations do they make when downloading a game? How are mobile gamers monetizing?

Table of Contents:

 

If you’re interested in obtaining a copy of this report, please contact Kieran Barr, our VP of Sales, or get more information here.

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One Response to “Inside Virtual Goods: Spending and Usage Patterns of the Mobile Gaming Audience Is Here”

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    [...] Inside Virtual Goods: Spending and Usage Patterns of the Mobile Gaming Audience Is Here [...]

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