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Less than 3% of Zynga's players buy virtual goods?

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For those actually in the social games space, the data point to note is the stat from Zynga that less than 3% of users buy virtual currency/goods. That is lower than many virtual worlds and MMOs, but not surprising given the scale and nature of social games (which should also have lower infrastructure and support costs than virtual worlds/MMOs)

Giff Constable rants about NY Times article on virtual goods, and spots an interesting stat about Zynga's conversion rates.

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