Survey says iPhone accounts for 43 percent of US digital downloads

The growth of digital purchases is being fuelled by the success of iPhone, a new report claims, with the average online consumer in North America spending up 14 percent.
Consumers spent an average of $99 on downloads in 2010 compared to $87 spent in the previous year.
That's according to the results of Virtual Goods Market Penetration and Growth in North America, a report compiled by research firm Frank N. Magid Associates and in-game commerce platform PlayScan.
It reckons 13 percent of adults (12-64 years old) with internet access have bought digital goods.
It prints money
The report makes specific reference to the growth of iPhone as a medium for online purchases, claiming iPhone owners account for 43 percent of all consumers buying apps and games across the year the largest group in total.
"There's been a substantial increase in the number of consumers buying digital goods and an upward trend of players spending more on average than in the previous year," says Magid Advisors president Mike Vorhaus.
With the proliferation of smartphone users, and players becoming more comfortable paying for items within virtual worlds and social networks, Magid believes there's a huge opportunity for developers and publishers to capitalise on this growing multi-billion dollar industry, especially as virtual credits and pre-paid payment options become more widely accepted.
No such thing as free
Sales made in virtual worlds came in behind iPhone on 41 percent up from 28 percent in 2009, while 33 percent of handheld gamers and 32 percent of mobile gamers also clamed to have paid for digital goods in 2010.
The report also suggests the freemium model has enjoyed success, with 37 percent of consumers spending money within free web-based, games.
On a similar note, 29 percent have spent money in games in social networks such as Facebook, with 16 percent claiming to have already made use of Facebook Credits, which is currently in beta testing.
The online survey, which was carried out between May 7th and 12th, collected data from 2,412 consumers.
[source: Gamasutra]