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The New Yorker
newyorker.comexperience
Craig Mod • Post-Artifact Books and Publishing
Free-to-play game monetization strategy: how incremental pricing and deliberate game design convert casual players into high-spending customers through psychological barriers
TRANSCRIPT
And that raises the question, if you read anecdotes about these games, or if you happen to have had access to some kind of anonymized data set of consumer spending, you might notice that there is a pretty strong power law, that there are people who play these games occasionally and spend a little bit of money.
There are people who have what
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TRANSCRIPT
Those people, like those huge whales, are pretty rare, but they're spending a lot of, it kind of raises the question of, okay, why doesn't the game give you a chance to buy $1,000 worth of gems at a clip? Or $5,000 or $10,000? Surely the conversion rate on one big hefty transaction is going to be better than the conversion rate on trying to
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