Purchase of virtual goods in social games in 2011

How likely would you be to purchase a virtual item with real money?

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Source

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Release date

November 2011

Region

United Kingdom, United States

Survey time period

September 15 to 22, 2011

Number of respondents

1,202 respondents

Age group

18 years and older

Special properties

Internet users

Supplementary notes

This question was asked in the survey in the following wording: "How likely would you be to purchase a virtual item with (real world) money if it gave you a modest short-lived advantage in a game, e.g., power up special, bonus multiplier or special weapon or tool? "

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