Summary
Only 39% of US online adults have played online games or spent time in virtual environments in the past three months, per Forrester’s September 2022 Consumer Energy Index And Retail Pulse Survey. Only 26% have used in-game currencies in the past three months. It’s no surprise that there is a relationship between use of a platform and that platform’s currency: Roblox’s Robux and Fortnite’s V-Bucks top both lists. Today’s virtual worlds require that consumers use their proprietary currencies to make purchases within their platform. Among the virtual games that Forrester analyzed, consumers can earn and/or purchase in-game currencies. This snapshot shows virtual currency usage.
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