The data describes the share of teenagers who buy virtual gaming goods while playing mobile games in the U.S. from spring 2013 to fall 2016. According to the findings, in fall of 2016, 24% of responding teenagers said they were purchasing virtual goods such as coins or extra levels while playing mobile games.
Spring 2013 | 16 | 84 |
Fall 2013 | 18 | 82 |
Spring 2014 | 18 | 82 |
Fall 2014 | 22 | 78 |
Spring 2015 | 21 | 79 |
Fall 2015 | 24 | 76 |
Spring 2016 | 26 | 74 |
Fall 2016 | 24 | 76 |