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Share of U.S. consumers purchasing additional gaming content 2016, by type
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Percentage of consumers who purchased additional video game content in the United States as of September 2016
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- Release date
- October 2016
- Region
- United States
- Survey time period
- August 19 to September 2, 2016
- Number of respondents
- 8,893 respondents
- Age group
- 13-54 years
- Region
- United States
- Survey time period
- August 19 to September 2, 2016
- Number of respondents
- 8,893 respondents
- Age group
- 13-54 years




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Everything On "Gaming monetization" in One Document: Edited and Divided into Handy Chapters. Including Detailed References.
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- Overview
- PC and console games revenue worldwide from 2012 to 2022, by type (in billion U.S. dollars)Global PC and console games revenue 2012-2022, by type
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)F2P & P2P MMO games market value worldwide 2016, by region
- Distribution of digital games market revenue worldwide in 2017, by monetization model Distribution of digital games market revenue 2017, by monetization model
- Distribution of worldwide mobile application revenues in 2017, by channelShare of worldwide mobile app revenues 2017, by channel
- Percentage of consumers who purchased additional video game content in the United States as of September 2016Share of U.S. consumers purchasing additional gaming content 2016, by type
- Percentage of mobile users making in-game purchases on a monthly basis worldwide as of May 2016, by platformShare of global mobile users making in-game purchases 2016, by platform
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)Digital games industry revenue in the U.S. 2016, by category
- Share of free and paid mobile game apps on Google Play Store as of December 2016Share of mobile games on Google Play 2016, by monetization type
- Free games
- In-game consumer spending worldwide in 2015 and 2020 (in billion U.S. dollars)In-game consumer spending worldwide 2015-2020
- Free-to-play (F2P) PC games market revenue worldwide from 2012 to 2022 (in billion U.S. dollars)F2P PC games revenue worldwide 2012-2022
- Free-to-play (F2P) PC games revenue worldwide in 2016, by region (in billion U.S. dollars)Free-to-play (F2P) PC games revenue worldwide 2016, by region
- In-game mobile gaming revenue in the United States from 2013 to 2016 (in billion U.S. dollars)U.S. in-game mobile gaming revenue 2013-2016
- Percentage of freemium mobile gamers who made in-game purchases in February 2016, by number of purchasesNumber of in-game purchases made by freemium mobile gamers 2016
- Amount spent on in-game purchases according to gamers in the United States as of December 2016Amount spent on in-game purchases according to U.S. gamers 2016
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)Leading F2P MMO games worldwide 2017, by revenue
- Paid games
- Average annual expenditure on video games per consumer unit in the United States from 2011 to 2017, by type (in U.S. dollars)U.S. household expenditure on video games 2011-2017, by type
- Leading sources used to purchase or download video games according to gamers in the United States as of December 2016Leading locations for video game purchases in the U.S. 2016
- Leading mobile payment methods used by digital gamers to buy console game content worldwide in 2017Leading mobile payments methods used for console game content worldwide 2017
- Frequency of pre-ordering video games according to gamers in the United States as of December 2016Game pre-order frequency according to U.S. gamers 2016
- Number of paid PC games owned by gamers in the United States as of December 2016Paid PC games possession in the U.S. 2016
- Number of paid home console games owned by gamers in the United States as of December 2016Paid home console games possession in the U.S. 2016
- Number of paid smartphone or tablet games owned by gamers in the United States as of December 2016Paid mobile games possession in the U.S. 2016
- Leading paid game titles on Steam in 2017, by number of units sold (in 1,000s)Top paid games on Steam 2017, by unit sales
- Monetization
- Worldwide in-app advertising and app store revenues of mobile apps and games in 2015 and 2020 (in billion U.S. dollars)Global in-app advertising and app store revenues 2015 & 2020
- Mobile gaming app monetization methods used worldwide as of September 2017, by OSMobile games monetization methods usage worldwide 2017, by OS
- Most popular advertising software development kits (SDKs) used by Android gaming and non-gaming apps in 1st half 2017, by share of voiceTop advertising SDKs used by Android gaming and non-gaming apps 2017
- Distribution of mobile in-app advertising impressions worldwide between January and November 2017, by ad formatIn-app advertising impression share worldwide in 2017, by ad format
- Monthly average in-app purchase amount per gaming app user worldwide as of May 2016, by platform (in U.S. dollars)Monthly in-app gaming spend per user 2016, by platform
- Average annual in-game spending of mobile gamers in the United States in 2016, by game title (in U.S. dollars)Annual mobile in-game spending in the U.S. 2016, by game
- Share of mobile free to download game apps on Google Play Store as of December 2016, by monetization modelShare of free mobile games on Google Play 2016, by monetization model
- Number of Google Play games using selected monetization models as of December 2016Google Play games using selected monetization models 2016
- Share of Pokémon GO in-app spenders in the U.S. 2016, by age
- Share of Super Mario Run in-game buyers in the U.S. 2016, by generation
- Share of Super Mario Run in-game buyers in the U.S. 2016, by gender
- Share of Pokémon GO in-game buyers in the U.S. 2016, by gender
- Leading PokéCoin bundles in the U.S. 2016, by purchase rate
- Paid and free digital media consumption in the UK as of March 2018, by type
- Motivations for paying to consume digital content in the UK as of May 2018
- In-game spending among free-to-play gamers in France 2014
- Consumer spending on online games in Japan 2009-2016
- Share of paying gamers among mobile gamers worldwide in 2012
- Share of consumers who have paid for online video games in MENA countries 2016
- Digital content consumer spending in Japan 2009-2014
- Free-to-play games: reasons for not purchasing in-game content in France 2014
- Free-to-play games: reasons to make in-game purchases in France 2014
- Leading PokéCoin bundles in the U.S. 2016, by revenue share
- Share of Fortnite spending on in-game purchases of selected items in the U.S. in 2018
- Spending money on digital video content in Austria 2017
- In-game spending among players of fee-based games in France 2014
- Average gaming-related expenditures per gamer in Canada 2018, by type
- PC and console games revenue worldwide from 2012 to 2022, by type (in billion U.S. dollars)
- Distribution of worldwide mobile application revenues in 2017, by channel
- Leading mobile payment methods used by digital gamers to buy console game content worldwide in 2017
- Leading paid game titles on Steam in 2017, by number of units sold (in 1,000s)
- Worldwide in-app advertising and app store revenues of mobile apps and games in 2015 and 2020 (in billion U.S. dollars)
- Distribution of Pokémon GO in-app spenders in the United States as of July 2016, by age group
- Distribution of Super Mario Run in-app spenders in the United States as of December 2016, by generation
- Distribution of Super Mario Run in-app spenders in the United States as of December 2016, by gender
- Distribution of Pokémon GO in-app spenders in the United States as of December 2016, by gender
- Was the digital media content you consumed free or paid?
- What were your personal reasons for paying to consume digital media rather than using services where you could have got them for free?*
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)
- Distribution of digital games market revenue worldwide in 2017, by monetization model
- Percentage of consumers who purchased additional video game content in the United States as of September 2016
- Percentage of mobile users making in-game purchases on a monthly basis worldwide as of May 2016, by platform
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)
- Share of free and paid mobile game apps on Google Play Store as of December 2016
- In-game consumer spending worldwide in 2015 and 2020 (in billion U.S. dollars)
- Free-to-play (F2P) PC games market revenue worldwide from 2012 to 2022 (in billion U.S. dollars)
- Free-to-play (F2P) PC games revenue worldwide in 2016, by region (in billion U.S. dollars)
- In-game mobile gaming revenue in the United States from 2013 to 2016 (in billion U.S. dollars)
- Percentage of freemium mobile gamers who made in-game purchases in February 2016, by number of purchases
- Amount spent on in-game purchases according to gamers in the United States as of December 2016
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)
- Average annual expenditure on video games per consumer unit in the United States from 2011 to 2017, by type (in U.S. dollars)
- Leading sources used to purchase or download video games according to gamers in the United States as of December 2016
- Frequency of pre-ordering video games according to gamers in the United States as of December 2016
- Number of paid PC games owned by gamers in the United States as of December 2016
- Number of paid home console games owned by gamers in the United States as of December 2016
- Number of paid smartphone or tablet games owned by gamers in the United States as of December 2016
- Mobile gaming app monetization methods used worldwide as of September 2017, by OS
- Most popular advertising software development kits (SDKs) used by Android gaming and non-gaming apps in 1st half 2017, by share of voice
- Distribution of mobile in-app advertising impressions worldwide between January and November 2017, by ad format
- Monthly average in-app purchase amount per gaming app user worldwide as of May 2016, by platform (in U.S. dollars)
- Average annual in-game spending of mobile gamers in the United States in 2016, by game title (in U.S. dollars)
- Share of mobile free to download game apps on Google Play Store as of December 2016, by monetization model
- Number of Google Play games using selected monetization models as of December 2016
- Distribution of Android and iOS top grossing games in the United States as of August 2016, by ad content
- Distribution of the PokéCoin in-app purchases in the United States as of July 2016, by PokéCoin bundle
- Distribution of free-to-play gamers in France in 2014, by in-game spending in the last twelve months
- Consumer expenditure on online distribution of games in Japan from 2009 to 2016 (in billion Japanese yen)
- Share of paying gamers among mobile gamers in selected countries worldwide in 2012
- Percentage of consumers who have paid for online video games in selected countries in the Middle East and North Africa (MENA) region in 2016
- Total consumer expenditure on online content in Japan from 2009 to 2014 (in billion Japanese Yen)
- Reasons free-to-play gamers did not make in-game purchases in France in 2014
- Reasons for making an in-game purchase among free-to-play gamers in France in 2014
- Distribution of the PokéCoin in-app sales revenue in the United States as of July 2016, by PokéCoin bundle
- Share of spending on in-game purchases of selected items in Fortnite the United States as of June 2018
- Have you spent money on digital video content in the past 12 months?
- Distribution of fee-based digital game players in France in 2014, by in-game spending in the last twelve months*
- Average amount gamers spent on gaming and related content in Canada as of March 2018, by type (in U.S. dollars)
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