Playable content

This monetization vector is reinforced by the following emotions: curiosity (positive), joy (positive), and boredom (negative). New stories, missions, characters, equipment, environments, and even game modes are all examples of playable content that can be locked behind a pay-gate.

To increase the effectiveness of this vector, you'll need to increase the necessity, desirability, and perceived value of your goods, and do it all without pushing the non-paying users out of the game. You can classify your playable content by its lifespan:

  • Permanent: Game trials, premium expansion packs, and new story episodes have been around for years. Nowadays, we are more likely to get a skeleton of the entire game for free and spend to build ...

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