# European Market for Virtual Goods Valued at $1.02 Billion | SuperData Research

- Link: https://www.martinfrindt.net/2010/11/european-market-for-virtual-goods-valued-at-1/
- Veröffentlicht: 2010-11-02T19:23:00+01:00

>  October 12th, 2010
> 
> ### _World’s Largest and Most Detailed Study on Virtual Goods Consumption in Key Markets_
> 
> **New York (October, 2010)** – SuperData Research has announced the completion
> of its initial study of the European virtual item market. The research provider
> estimates the total European Market at $1.02 billion for 2010E. This puts the 
> Europeans’ virtual spending much closer to their North American counterparts than
> is the case in the traditional retail part of the games industry.
> ![](https://www.martinfrindt.net/wp/wp-content/uploads/2010/11/fetched-4.jpg)
> According to the series’ lead analyst, Joost van Dreunen, “the whole point of 
> taking entertainment online is connecting with a global audience. You have to 
> think bigger than just North America.”
> The series is based on a unique dataset of more than 10 million transactions, 
> and involves over 1 million unique users. Drawing on multiple sources, SuperData
> Research continuously adds to its proprietary dataset to provide detailed insight
> into online spending behavior for the interactive entertainment industry.
> While many of its rivals depend largely on survey data, SuperData’s approach centers
> on actual transactions for its insights. “We’ve found that selling virtual goods
> is comparable to traditional retail in that it can be described using similar 
> metrics,” according to van Dreunen. “You’ll want to know, for example, how people
> prefer to pay, what time of day they like to buy, and whether or not seasonality
> is a factor.”
> Key markets Germany and Turkey kick off the series in Europe, which will be followed
> by the Benelux, Eastern Europe, the Mediterranean and Scandinavia.
> 
> ### **Product Highlights**
> 
> –      Proprietary data set of 10 million virtual item transactions
>  –      Panel
> of over 1 million unique users –      Variables covered include: historic ARPPU,
> Seasonality, Payment Mix, Top Users Segments and Price Point Distribution –   
> Available now: Brazil, Germany, North America, and Turkey.
> For more information, please visit [http://www.superdataresearch.com/virtual-item-sales-research-series](https://web.archive.org/web/20101022174943/http://www.superdataresearch.com:80/virtual-item-sales-research-series)
> 
> ### **About SuperData Research, Inc.**
> 
> As a research provider specialized in digitally distributed entertainment, SuperData
> Research specializes in the intersection between online entertainment and traditional
> retail, including virtual item sales, monetization, alternative payment methods
> and online game economics.
> The company employs a multidisciplinary approach in compiling the data to drive
> its analyses, and builds on a proprietary dataset of over 10 million unique online
> transactions, ethnographic observation, expert interviews, and surveys.
> In January 2010, SuperData Research secured multi-year angel funding. Its client
> base includes brand owners, developers, payment providers, publishers, retailers
> and venture capital firms.

via [superdataresearch.com](https://web.archive.org/web/20101024150625/http://www.superdataresearch.com:80/events/european-market-for-virtual-goods-valued-at-1-02-billion)
