A brief history of game monetisation — Part 2

Mobile Monetisation

  1. The games were naturally smaller in scope because early phones were limited, so we were returning to more arcade-like game experiences. Beyond breakout successes like Angry Birds, people weren’t willing to pay.
  2. Unlike console gaming, mobile didn’t attract “gamers” so much as people in general. There was therefore a much more limited audience of people willing to pay for a game, especially with mobile having had free games like Snake since they were invented.

History is a circle

A power law graph. The high amount of users making no or small purchases fall to the left, and the very very small number of players making regular large purchases (whales) fall in that long tail.

The present of monetisation

The future of monetisation

What about AAA games?

Final thoughts

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