How many MMO players purchase virtual currency? And how much real money do they usually spend on virtual currency?
In a recent survey (N = 1923), 22% of respondents said that they had purchased virtual currency (referred to here in shorthand as RMT - real money transfer). There was a mild correlation with age (r = .11) and no gender differences. In other words, male and female players were equally likely to purchase virtual currency. A multiple regression revealed that none of the motivations were substantial predictors of RMT likelihood (r-squared = .04) - although within the weak model, the Relationship motivation was the best predictor.
Tags: RMT (3)
To speed up load-times on multi-page articles, comments are now only loaded on the last page of an article.