What percent of players purchase virtual currency?

So, how many players are involved in RMT? Well if you check the internet it seems like there is a clear answer: 30%! However, that's just another case of one site writing an an article (Eurogamer) and then next thing you know every site on the internet links to it and creates a headline "30% of WoW players buy gold!"

Now, how did Eurogamer come up with this figure? It interviewed the anonomous author of the website WoWGold facts who said:

"In my opinion," he said, "the industry would be better served if publishers would recognise that lots of gamers—I've heard it's 30 per cent of the player base—like the benefits of [real money trading], and work with credible companies and allow it to happen."

Not exactly a scientific figure. However, luckily MMO researcher Nick Yee has provided us with such a study:

"In a recent survey (N = 1923), 22% of respondents said that they had purchased virtual currency (referred to here in shorthand as RMT - real money transfer). Overall, those players who have purchased virtual currency have spent on average 135 USD altogether."

It should be noted that this survey however is rather dated as it's from 2005. From talking to people in the industry and having the chance to veiw some sales figures for RMT providers we'd say it's about between 20-33% of the playerbase. However, until further research is done we will stick with the 22% figure.

Posted by Andrew on Mar 21, 2009 | 1 comments | Tags: RMT, Market Size
Comment by www.obaoma.com on Apr 24, 2009
I have no idea how many players would buy game gold, but I am sure there will be players bought and would like to buy.

Comment on this post