GITNUX MARKETDATA REPORT 2024

Virtual Goods Industry Statistics

The virtual goods industry is experiencing significant growth with an expected increase in revenue from virtual goods sales across online platforms.

Highlights: Virtual Goods Industry Statistics

  • In 2017, virtual goods generated $80 billion worldwide, with more than 80% of the revenue from video games.
  • 95% of the revenue generated by the top 100 games in the Apple app store comes from virtual goods.
  • It is estimated that the virtual goods market will reach $189.76 billion by 2025.
  • The highest gross profit margin for virtual goods sales can reach up to 80%.
  • In 2009, Facebook had over 200 million active users and earned $500 million in virtual goods sales.
  • The Asia-Pacific region accounts for the highest share of virtual goods buyers at 64%.
  • In 2019, Tencent's online game-related revenue (predominantly virtual goods) was over CNY 108.8 billion ($15.6 billion).
  • About 5% of mobile gamers make one in-app purchase per month.
  • League of Legends revenue from virtual goods sales was around $1.75 billion in 2020.
  • By 2023, estimates suggest the number of digital game players will reach over 3 billion.
  • The North American virtual goods market generated about $28 billion in 2019.
  • Millennial gamers (ages 21-36) spend $112 on gaming content a month, including virtual goods purchases.
  • More than 50% of Roblox’s players spend their allowance buying Robux, a virtual currency used to buy a wide range of virtual goods.
  • Nearly 70% of digital media time is spent on mobile, where virtual goods transactions frequently occur.
  • Almost 70% of gamers are willing to spend real money on virtual goods.

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The Latest Virtual Goods Industry Statistics Explained

In 2017, virtual goods generated $80 billion worldwide, with more than 80% of the revenue from video games.

The statistic indicates that in 2017, virtual goods as a market generated a total revenue of $80 billion globally. A significant portion of this revenue, more than 80%, was attributed to the video game industry. This suggests that video games play a substantial role in driving the virtual goods market and are a major contributor to its overall financial success. The statistic underscores the significant economic impact of virtual goods, particularly within the context of the video game industry, highlighting the growing importance and popularity of digital products and services in the modern economy.

95% of the revenue generated by the top 100 games in the Apple app store comes from virtual goods.

This statistic indicates that a significant portion of the revenue generated by the top 100 games in the Apple app store, amounting to 95%, is derived from the sales of virtual goods within these games. This suggests that in-app purchases of virtual items or enhancements are a major revenue stream for game developers, highlighting the popularity and profitability of this business model in the gaming industry. The success of these virtual goods sales demonstrates the effectiveness of leveraging microtransactions and engaging players through in-game purchases to drive revenue and monetize user engagement within the mobile gaming market.

It is estimated that the virtual goods market will reach $189.76 billion by 2025.

The statistic indicates a projection that the virtual goods market is expected to have a total worth of $189.76 billion by the year 2025. This estimation suggests a significant growth in the virtual goods industry, reflecting the increasing popularity and demand for digital products and services. Factors driving this market expansion might include the rise of online gaming, virtual reality technology, and the digitalization of various aspects of entertainment, communication, and commerce. Such a substantial forecast implies lucrative opportunities for businesses operating in the virtual goods sector, as well as potential impacts on consumer behavior, technology advancements, and the overall digital economy.

The highest gross profit margin for virtual goods sales can reach up to 80%.

This statistic indicates that in the industry of virtual goods sales, companies can achieve a gross profit margin as high as 80%, implying that for every dollar earned from selling virtual goods, up to 80 cents represent profit before accounting for other operating costs. This metric serves as a key performance indicator for businesses operating in the virtual goods market, highlighting the potential for profitability in this sector. A gross profit margin of 80% signifies efficient production or acquisition of virtual goods at low costs relative to the selling price, suggesting strong competitive positioning and effective cost management strategies. However, it is essential for businesses to consider other factors such as marketing expenses, operational costs, and taxes to obtain a comprehensive view of their overall profitability in the virtual goods industry.

In 2009, Facebook had over 200 million active users and earned $500 million in virtual goods sales.

In 2009, Facebook had over 200 million active users, indicating a large and growing user base for the social media platform during that period. The statistic also highlights the significant revenue generated by Facebook through virtual goods sales, which amounted to $500 million in the same year. This suggests that Facebook was able to effectively monetize its user base by offering virtual goods and services to its users. Overall, the statistic underscores the platform’s strong financial performance and its ability to leverage its massive user base for revenue generation purposes in the virtual goods market.

The Asia-Pacific region accounts for the highest share of virtual goods buyers at 64%.

The statistic “The Asia-Pacific region accounts for the highest share of virtual goods buyers at 64%” indicates that nearly two-thirds of virtual goods buyers come from the Asia-Pacific region. This high percentage highlights the significant presence of virtual goods consumers in countries across Asia and the Pacific. Factors contributing to this dominance may include the widespread adoption of digital technologies, the popularity of online gaming and social networking platforms in the region, as well as the cultural norms and preferences that drive the demand for virtual goods. This statistic underscores the importance of understanding and targeting the Asia-Pacific market for businesses and industries involved in the virtual goods industry.

In 2019, Tencent’s online game-related revenue (predominantly virtual goods) was over CNY 108.8 billion ($15.6 billion).

The statistic indicates that in the year 2019, Tencent, a multinational conglomerate, generated a substantial amount of revenue amounting to over CNY 108.8 billion (equivalent to approximately $15.6 billion) from its online game-related activities, particularly from the sale of virtual goods within its gaming platforms. This impressive revenue figure underscores the significant financial impact of Tencent’s presence in the online gaming industry and highlights the popularity and profitability of their virtual goods offerings. It also points towards the growing trend of in-game purchases and microtransactions as a substantial source of revenue for gaming companies like Tencent.

About 5% of mobile gamers make one in-app purchase per month.

This statistic suggests that approximately 5% of mobile gamers engage in making one in-app purchase per month. This means that a small fraction of mobile gamers are willing to spend money on in-game items, features, or upgrades on a monthly basis. The data implies that the majority of mobile gamers either do not make in-app purchases at all or make them less frequently than once a month. Understanding these patterns can be valuable for mobile game developers and marketers in targeting and segmenting their audience to optimize their monetization strategies and enhance the overall gaming experience for their users.

League of Legends revenue from virtual goods sales was around $1.75 billion in 2020.

The statistic ‘League of Legends revenue from virtual goods sales was around $1.75 billion in 2020’ indicates that the popular online game generated an impressive amount of revenue through the sales of virtual in-game items and goods within a specific year. This figure highlights the significant financial success of League of Legends as a free-to-play game that monetizes through microtransactions and virtual purchases. The substantial revenue generated reflects the game’s large player base and the continued popularity and engagement of the game’s community, showcasing the effectiveness of the freemium business model in the gaming industry.

By 2023, estimates suggest the number of digital game players will reach over 3 billion.

The statistic stating that by 2023, estimates suggest the number of digital game players will reach over 3 billion indicates a significant growth and widespread adoption of digital gaming worldwide. This projection highlights the increasing popularity and accessibility of digital games across various demographics, including mobile, console, and PC gaming platforms. The surge in digital game players can be attributed to technological advancements, the globalization of gaming culture, and the availability of a diverse range of games catering to different preferences. This statistic underscores the significant impact of the gaming industry on entertainment and digital consumption trends, suggesting continued growth and opportunities for developers, publishers, and related industries in the coming years.

The North American virtual goods market generated about $28 billion in 2019.

The statistic that the North American virtual goods market generated about $28 billion in 2019 represents the total revenue generated from the sales of digital products and services within North America for that particular year. This includes items such as in-game purchases, app downloads, subscriptions, and other digital assets. The $28 billion figure highlights the significant economic impact and growth potential of the virtual goods market in North America, reflecting the increasing consumer adoption of digital content and the shift towards online transactions. This statistic serves as a key indicator for businesses, marketers, and policymakers to understand the trends and opportunities in the digital economy, particularly in relation to the virtual goods industry.

Millennial gamers (ages 21-36) spend $112 on gaming content a month, including virtual goods purchases.

The statistic indicates that, on average, Millennial gamers between the ages of 21 and 36 spend $112 each month on gaming content, which includes purchases of virtual goods. This data highlights the significant financial investment that this demographic group allocates towards their gaming activities. The expenditure on virtual goods suggests a keen interest in enhancing and enjoying their gaming experiences, reflecting the growing trend of in-game purchases becoming an integral part of gaming culture. Moreover, the average monthly spending of $112 emphasizes the economic impact of Millennial gamers within the gaming industry, highlighting the sector’s importance in driving consumer spending patterns.

More than 50% of Roblox’s players spend their allowance buying Robux, a virtual currency used to buy a wide range of virtual goods.

The statistic indicates that a majority of Roblox players allocate a significant portion of their disposable income towards purchasing Robux, the virtual currency utilized within the Roblox platform to acquire in-game items and experiences. This suggests that the player base of Roblox is actively engaging with and investing in the ecosystem of virtual goods and services offered by the platform. By extrapolating that over 50% of players are spending their allowance on Robux, it underscores the popularity and appeal of in-game purchases and virtual economies in digital gaming environments such as Roblox. This data highlights the strong monetization strategy employed by Roblox and points to the potential profitability and sustainability of the platform’s business model.

Nearly 70% of digital media time is spent on mobile, where virtual goods transactions frequently occur.

This statistic indicates that the majority of individuals’ digital media consumption, approximately 70%, takes place on mobile devices. This suggests that people are increasingly relying on their smartphones and tablets for accessing and engaging with online content. Moreover, the statement highlights that virtual goods transactions frequently occur in this mobile digital media landscape, implying that a significant portion of mobile users are actively involved in purchasing or trading digital products within apps or online platforms. This trend underscores the growing importance of mobile technology in shaping consumer behavior and the digital economy, particularly in the realm of virtual transactions and goods.

Almost 70% of gamers are willing to spend real money on virtual goods.

The statistic stating that almost 70% of gamers are willing to spend real money on virtual goods suggests a significant prevalence of economic transactions within the gaming industry. This finding highlights the growing trend of in-game purchases and the willingness of gamers to invest financially in their virtual experiences. This statistic also implies a potential shift in consumer behavior towards embracing virtual economies and the notion of paying for intangible digital items such as skins, weapons, or power-ups. Understanding this trend is crucial for game developers and businesses looking to leverage monetization strategies effectively within the gaming market.

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How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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