Why Casual Games Can Also Sell Virtual Goods

This is why.

Virtual goods buyers are of all genres and ages, not only teens & tweens as many people think. Of course there are tweens-centric sites, but there is also a large chunk of 35 and older customers buying at other sites.

Since casual games are oriented towards a broad variety of customers, this is great for developers and publishers inasmuch as many kinds of audiences can be monetized.

One Response to “Why Casual Games Can Also Sell Virtual Goods”

  1. I am more of a casual game player. They are more of a mass peoples’ choice.

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