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The economics of free-to-play games continue to fascinate me. Recent data shows that while average revenue per user hovers around $2-4, the top 2% of spenders (whales) account for nearly half of all revenue. What's more interesting is the psychology: these high spenders often view purchases as time savings rather than luxury. Mobile RPGs see conversion rates of 3-7% from free to paying users, while competitive shooters push 10-12%. First purchase timing is critical - players who spend within 24 hours have 5x higher lifetime value. However, aggressive monetization can backfire: games showing ads before the first session lose 40% of users immediately. Are you seeing similar patterns in your games? How do you balance monetization with user experience? What ethical considerations guide your pricing strategy?

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