Frank N. Magid Associates indicated in a study today that U.S. consumers purchased more than $2.3 billion in virtual goods from online games, digital media, and social networks in the last year, up significantly from $1.8 billion in 2009. Furthermore, one in four U.S. consumers between the ages of 15 and 24 purchased a virtual good in 2011, double the percentage when Magid last conducted its survey for the market in 2009.

“Purchasing virtual goods is truly becoming a mainstream activity as far as consumer entertainment behaviors are concerned,” says Magid Advisors president Mike Vorhaus.

35 percent of gamers bought a virtual good in 2011 on an average of $64; the number of gamers is up nearly 50 percent compared to the previous year and the amount spent is 28 percent more than they spent in 2009. Males under 24 saw nearly half polled purchase virtual goods in 2011, compared to around 15 percent for females in the same age group.

Source: Gamasutra