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U.S. change in purchasing in-game virtual goods with blockchain tracking 2021

Change in gaming purchases if acquiring in-game virtual goods would be possible to track on the blockchain among adults in the United States as of December 2021

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Source

Use Ask Statista Research Service

Release date

January 2022

Region

United States

Survey time period

December 14 to 30, 2021

Number of respondents

723 respondents

Age group

16 years and older

Special properties

among those who make purchases on any platform

Method of interview

Online survey

Supplementary notes

Original question: "How would your interest in acquiring virtual goods within games increase if you could track the purchase, sale, or trade of your virtual goods on the blockchain?" (Among those who make purchases on any platform; N=723; Those who said “I’m not familiar enough with blockchain to answer” n=117)

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Statistics on " Blockchain "

Statistics on Blockchain

Overview

5

Markets influenced

4

Cryptocurrency

7

Bitcoin

7

Patents

4

Consumption

4

Further related statistics

21

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