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Completely agree. I'll often take a look at the "top in-app purchases" as well. "$9.99", ok, but if I see a "$129.99" for a "big crate of gems"... I just got t
by wyattjoh 9y ago
Completely agree. I'll often take a look at the "top in-app purchases" as well. "$9.99", ok, but if I see a "$129.99" for a "big crate of gems"...
I just got to question how the developers felt that it was morally acceptable to create a toxic enough app experience that drives users to use in app purchases through deceptive tactics during the first few minutes of play to go and drop +$100 on virtual gems.
- yohann305 9y agoThe $129.99 is not meant to be purchased. It's mostly a psychological artifact to make other in-app products seem more affordable.
- Danihan 9y agoI don't know, that's really not that much depending on the quality and quantity of product you receive. Do you have actual stats on how many people purchase this sort of thing, or are you just guessing?
- eric_h 9y agoThe number of people that do is quite small as a percentage of users who do it, but quite significant as a percentage of revenue for the company selling those packages. Free-to-play is just like the alcohol and gambling industries, a large fraction of revenue comes from a small fraction of players.
- mikeash 9y agoNot necessarily. Apps like this tend to make a huge portion of their revenue from "whales" who spend crazy amounts of money: http://www.adweek.com/digital/infographic-whales-account-for-70-of-in-app-purchase-revenue/ http://www.adweek.com/digital/infographic-whales-account-for... I'm sure the anchoring effect helps too, of course.