Mumbai, Mar 20 (ANI/Business Wire India): PlaySpan, the leader in monetization solutions for online games, virtual worlds, and social networks, today announced several key findings in a new consumer insights survey from users of its Ultimate Game Card (UGC) payment option.
The Ultimate Game CardT is a stored value card that supports more than 300 multiplayer games and virtual worlds, with current availability in more than 21,000 retail stores in the U.S. and Canada, as well as thousands of locations worldwide.
"The Ultimate Game Card enables many of our young gamers who don't have credit cards to purchase premium items in War Rock and Knight Online," said Joshua Hong, CEO of GamersFirst, also known as K2 Network.
"In fact, the Ultimate Game Card has proved complementary to our own retail cards because it provides access to additional retail channels previously unavailable to us," Hong added.
According to the survey of two thousand five hundred and eighty-two (2,582) consumers:
The vast majority, more than 75 per cent, said they log in more than two hours a day in virtual worlds or playing video games.
20.9 per cent received the card from a friend, parents or relatives. The remaining majority bought the card as a "gift? for themselves.
51.9 per cent of users polled said they had already recommended UGC to a friend and 29 per cent recommended it to more than ten friends demonstrating the viral growth of gaming.
48 per cent of were between the ages of 14-18, the key age demographic of game cards.
35.8 per cent had purchased over four cards since the availability of the product. 80 per cent were likely to buy the Ultimate game card again.
"The retail game card market has very little data for the industry and our objective with the survey is to shed some light on this fast growing market sector," said Karl Mehta, CEO of PlaySpan.
"As the leader in retail game cards were planning to share more data over the months ahead," Mehta added. (ANI)
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