Online gaming and its associated business models have experienced strong growth in recent years and financing games via sales of virtual goods and additional content has increased significantly. Video gamers in The Netherlands already have some experience with virtual goods. However developments over the last few years have shown that it is hard for games to retain users’ attention over the long term, and virtual goods do not always enhance the gaming experience.
This whitepaper provides an analysis of the current market situation for virtual additional content in video games and the findings of a consumer survey and gives our forecast on sales trends. We would particularly like to thank Reinout te Brake, managing partner at Game World Consultants who presents his view on the market situation and prospects in the guest article.