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Identify what your segments of users are the most comfortable with as far as their preferred price points, because it’s really hard to move players to a higher preferred price point. Kate has worked across several apps, in different organizations and in general if a player plays $3 the first time he will keep paying $3 at a time.
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It’s much easier to increase the frequency of purchases than moving players from one preferred price point to the other.
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When forming monetization hypotheses to test for, consider what competition is doing but also what features are being added in adjacent genres and categories. MobilityWare has found a lot of success that way. Example: social casino with women > 40yo playing collections, clubs, leagues, etc. (a lot coming from Asian games).Features can be simplified for your game if that audience is a good fit.
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