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Today’s Gamers Online Spending & Payments Report

Stats on how the punters are spending their dosh.

Console games still lead in the UK with 64%.

London, 26 November 2009 - Online spending on game portals, Massively Multiplayer Online games (MMOs) and mobile phones now account for 16% of the ‘total games wallet’ of the UK market.

Overall, console games, including second-hand trade and digital distribution, still take the largest share of wallet, with 64%. The latest ‘Today’s Gamers Online Spending & Payments Report’ also shows that in relation to MMOs and game portals, money is spent predominantly on monthly subscriptions and buying online credit.

Traditionally, games revenues are measured through retail sales, either in high-street or online stores. New game platforms, second-hand trade, digital distribution and the rise of online business models and payment methods, make it increasingly difficult to get insight into the total budget consumers spend on games. The graphs below show how the total games wallet is spread across all game platforms, based on information provided directly by consumers across Europe and the US.

Press information

Lucy Kamall

Character Communications Ltd.

Tel: 01376 537087

Email: lucy@charactercomms.com

The research also shows money is spent predominantly on buying (monthly) subscriptions and online credit. In the UK, monthly subscriptions for game portals (32%) and MMO’s (46%) are by far the most popular and downloading and paying for premium games from game portals is relatively popular in the UK (29%).

“We have seen very strong growth in alternative payment systems over the last few years and should expect the total value of the online payments for games to double in next 2-3 years. Most companies want a whole range of local payment methods, customised for every country they operate in. This offers online publishers a huge international potential as multiple payment methods also increase conversion rates” according to Jan Manten, CEO of Global Collect. The results show that in all countries various alternative online payment methods have become accepted. The preferred method to pay for playing on game portals is the credit card (46%). The online payment account is second and using a bank card (e-banking) scores reasonably well (23%).

Free summary report and graphs

A free summary of the report and high-resolution graphs are available for download from http://www.globalcollect.com

For more information about the full report and all underlying data, available for €2,950 ex VAT, please contact thijs@newzoo.com or visit www.todaysgamers.com.

This graph and a free summary of the full Online Spending & Payments Report, including additional graphs can be downloaded from: http://www.globalcollect.com

Note to editors

The 2009 Today’s Gamers International Survey ( www.todaysgamers.com) is the latest in a series of identical nation-wide surveys conducted by TNS and Gamesindustry.com in the Netherlands, France, Germany, the United Kingdom, Belgium, and the United States. Data for the 2009 edition was collected from a total of 13,000 respondents, selected to represent the nations demographic profile. The interviews were conducted online, therefore the results represent the population with internet access. Other topics in the survey include full breakdowns by demographic, general interest, buying intent, media consumption, local media channel preferences, motivation to play, payment methods, digital distribution, number of games played, game platform selection, most appreciated features, and betting/gambling participation.

Both the national and international comparative reports are currently available, as well as raw data for custom queries. A selection of the data is freely available and published on the global portal www.gamesindustry.com in the form of summary reports (English language) and thirteen individual graphs. For each individual country, these can be directly accessed via the website www.todaysgamers.com.

Please state TNS/Gamesindustry.com as a source when distributing findings from this publication.

About TNS NIPO Technology and Gamesindustry.com

TNS NIPO Technology conducts ICT market research related to developments in the areas of internet, telephone communication, and consumer electronics for the sectors of both consumers and businesses. Gamesindustry.com is the leading international information source for games, prospects, partnerships, jobs and investment opportunities related to the games industry. It provides matchmaking services and also assists investors, advertisers, traditional publishers and media firms in entering or participating in this dynamic market. Gamesindustry.com also publishes authoritative market intelligence on games and gamers.

About TNS

TNS, who recently merged with Research International, is the world’s largest custom research agency delivering actionable insights and research-based business advice to its clients so they can make more effective business decisions. TNS offers comprehensive industry knowledge within the Consumer, Technology, Finance, Automotive and Political & Social sectors, supported by a unique product offering that stretches across the entire range of marketing and business issues, specialising in product development & innovation, brand & communication, stakeholder management, retail & shopper, and qualitative research. Delivering best-in-class service across more than 75 countries, TNS is part of Kantar, the world’s largest research, insight and consultancy network. Please visit www.tnsglobal.com for more information.

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For further information and specific data requests:

Gamesindustry.com

Thijs Hagoort

Co-founder

T: +31 (0)20 6635 816

E: thijs@newzoo.com

TNS NIPO

Caspar Hautvast

Research Consultant

T: +31 (0)20 522 5757

E: caspar.hautvast@tns-nipo.com

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