1) Gaming has become a mainstream activity, with 68% of American households playing computer games and the average gamer age being 35.
2) Popular games like World of Warcraft have over 11.5 million subscribers paying monthly subscription fees, generating $2.07 billion in annual revenue.
3) There is increasing convergence between the virtual and real economies, with some virtual currencies being legally recognized as real currencies that can be freely exchanged for physical cash.
9. In 2009 26% of gamers were over the age of 50 Source: ESA ‘Essential Facts’, 2009
10. and 25% under 18 Source: ESA ‘Essential Facts’, 2009
11. 40% of US gamers are female Source: ESA ‘Essential Facts’, 2009 www.laptopskinsplus.com
12. Average age of most frequent game purchaser is 39 Source: ESA ‘Essential Facts’, 2009
13. 62% of gamers play games with other gamers in person that is an increase from 56% in 2007 Source: ESA ‘Essential Facts’, 2009 gaming is increasingly social
14. Top 5 selling video games of 2008 Wii Play Wii Mario Kart Wii Fit Wii Super Smash Bros Xbox GTA IV Source: ESA ‘Essential Facts’, 2009 convergence to the hub
15. 70% of users are online gamers Source: NPD Study, October 2007 76% of users are online gamers 70% of users are online gamers
22. the virtual /real economy World of Warcraft has 11.5 million subscribers paying 14.95 US$/month
23. This makes $2.070 billion a year , excluding income from merchandising Avatar grossed $2.039 billion the virtual /real economy
24. pay-per-play business model monthly subscription patch releases consumer feedback & involvement the virtual /real economy
25. convergence of digital and physical time=money artificial scarcity black markets copyright the virtual /real economy
26. January 2010 South Korea’s Supreme Court rules virtual currencies are sound money and should be freely convertible for real, physical cash http://www.koreatimes.co.kr/www/news/nation/2010/01/116_58775.html the virtual /real economy