Credit Cards Expected to Lose $614 Million in Total Online Gaming Transactions to Cash-Based Payment Methods by 2015E
For Immediate Release
New York, June 20, 2011 – After the success of its Payment Mix Report 2011, SuperData Research today announces the release of an updated version.
Building on empirical data collected from over 2 million unique transactions, the second edition of the report includes a forecast and projection of payment preferences for 2015E. SuperData Research estimates that credit cards will account for 30% of virtual good sales in the US in 2015E, down from 37% today. Year-over-year this amounts to a cumulative total loss of approximately $614 million, according to the report.
“A key driver behind the increased share of cash-based payment methods is their adoption by especially teenage audiences,” says lead analyst Janelle Benjamin. “Moreover, with the 2009 CARD Act having raised the minimum age requirements for credit cards, alternatives like prepaid game cards and mobile payment methods will continue to gain significant market share in the coming period.”
Customers who had previously purchased the study received the update free of charge this week, and the full report is now available on the SuperData Research site.
Methodology
The study builds on a dataset of 2,116,045 unique virtual good transactions from MMOs, social games, casual games, and virtual worlds in North America and Europe. Countries covered by this study are: Austria, Belgium, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Italy, Netherlands, Norway, Poland, Portugal, Romania, Spain, Sweden, Switzerland, Turkey, Ukraine, United Kingdom and United States.