According to a study, teenagers are indeed spending money on virtual goods, with the overall spending on virtual goods reaching $15 billion. In addition, there are around 27.7 million teenagers living in the United States who spend an estimated $63 billion annually. These teenagers are voracious consumers of digital media and often do their shopping with online retailers.
It is worth noting, however, that specific statistics on how much teenagers spend on virtual goods may vary, and more recent data may provide a more accurate picture of current trends. For more detailed information and statistics on teenage spending on virtual goods, it would be helpful to refer to the sources mentioned.
The video game currency market, also known as the virtual currency market within the gaming industry, is a significant part of the overall gaming monetization landscape. Research indicates that the global video game industry was valued at approximately $347 billion in revenue in 2022. This revenue encompasses various sources, including game sales, in-game purchases, and virtual currency transactions.
While specific figures for the size of the video game currency market can vary, it is important to consider the overall market trends. For example, the global gaming market size was estimated to be valued at around $217 billion in 2022, with a projected compound annual growth rate (CAGR) of 13.4% from 2023 to 2030. As online gaming continues to evolve and the demand for virtual goods and in-game purchases remains strong, the video game currency market is expected to grow alongside the overall gaming industry.
See more: https://www.statista.com/topics/868/video-games/