Home News Freemium Games Prove Successful As 82% of Gamers Made In-Game Purchases

Freemium Games Prove Successful As 82% of Gamers Made In-Game Purchases

Author : Hunter Feb 26,2025

Freemium Games Prove Successful As 82% of Gamers Made In-Game PurchasesA new Comscore and Anzu report reveals key insights into US gamers' habits, preferences, and spending trends. The study examines gaming behaviors across various platforms and genres.

US Gamers Embrace In-App Purchases

Freemium Gaming's Rise to Prominence

Freemium Games Prove Successful As 82% of Gamers Made In-Game PurchasesComscore's 2024 State of Gaming Report, a collaboration with in-game advertiser Anzu, details the significant impact of freemium games on the US gaming market. The report highlights that a substantial 82% of US gamers made in-game purchases in freemium titles last year. This "freemium" model, combining free-to-play access with optional paid features (like extra currency or items), has proven highly successful. Examples include popular titles like Genshin Impact and League of Legends.

The freemium model's widespread adoption, particularly within mobile gaming, is noteworthy. Maplestory, released in North America in 2005, is often cited as a pioneering example, introducing the concept of purchasing virtual goods with real money.

Freemium Games Prove Successful As 82% of Gamers Made In-Game PurchasesThe continued popularity and growth of freemium games have yielded significant success for developers and major platforms like Google, Apple, and Microsoft. Research from Corvinus University suggests that the model's appeal stems from a blend of factors: utility, self-expression, social interaction, and competitive gameplay. These elements encourage players to spend to enhance their experience, unlock content, or remove ads.

Comscore's Chief Commercial Officer, Steve Bagdasarian, emphasized the report's findings, stating, "Our 2024 State of Gaming Report underscores gaming's cultural significance and the importance of understanding gamer behavior for brands seeking to engage this dynamic audience."

The report's findings are further contextualized by Katsuhiro Harada's (Tekken) comments on in-game purchases for Tekken 8. Harada highlighted that revenue from such transactions directly supports the game's development costs, particularly relevant given the increasing expenses of modern game development.

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