US Smartphone Virtual Goods In-App Spending

Timeframe20222023202420252026
Smartphone virtual goods in-app spending (millions)Maximum of two rows can be charted.
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– % changeMaximum of two rows can be charted.
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– % of total in-appMaximum of two rows can be charted.
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Source: eMarketer

Note: virtual goods are intangible, nonphysical assets purchased with currency within a mobile app that has value only within that app

Additional Note: Virtual goods purchases can occur within game or nongame apps. Examples of virtual goods include coins to unlock new levels and new features, or buying new filters in a photo app.

Methodology: Estimates are based on the analysis of survey and traffic data from research firms and regulatory agencies; historical trends; and country-specific demographic and socioeconomic factors.

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