Virtual goods purchases vary by ethnicity

White and black mobile social gamers spend more on virtual goods purchases than Hispanics spend less, according to a survey by mobile gaming firm MocoSpace.

The survey shows that consumer markets vary in their spending habits when it comes to mobile social games. And sometimes there’s no particularly good explanation for it. Virtual goods are items such as weapons that users can pay for with real money in mobile social games.

The survey of 40,000 gamers showed that whites, who were 18 percent of surveyed users, accounted for 26 percent of virtual goods purchases. African Americans, who were 36 percent of respondents, made up 38 percent of purchases. By comparison, Hispanics were 31 percent of respondents and only 21 percent of the purchasers.

Asian Americans, Native Americans and Pacific Islanders spent about their fair share. Each group accounted for 4 percent of the respondents and 4 percent of the purchases. Justin Siegel, chief executive of MocoSpace, said that virtual goods are so mainstream now that it makes sense to start segmenting it and better understanding usage patterns based on ethnicity and gender. A previous survey showed that men outspend women 9 to 1 on mobile virtual goods.

Dean Takahashi

Dean Takahashi is editorial director for GamesBeat at VentureBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.