![]() ![]() In any given month, only about one in 20 players of a given “freemium” game makes an in-app purchase, Lovell says, meaning the most devoted end up paying the most, while others enjoy it for free. “What we have done is bring the thought processes and skills of selling and marketing more clearly into the game,” says Nicholas Lovell, the author of The Curve, a book about making money in a world of free digital content. In-app purchases helped to drive up spending on mobile games by more than 60 per cent to US$16.5 billion (Dh60.6bn) in 2013, according to figures released by the research house IHS released ahead of last week’s World Mobile Congress in Barcelona, Spain. Whether you are paying to obtain extra lives, to buy “gems” to use as a virtual currency or just to carry on playing without delay, the “freemium” games boom is a money-spinner for the most successful developers. They are free to download, fun to play and fiendishly addictive: mobile games such as Candy Crush Saga, Angry Birds and Clash of Clans want to get you hooked, then get your money.
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