Always nice to be referenced in the Wall Street Journal - and particularly in this excellent article on the changing face of mobile games and the rise of free-to-play. Our research - now in it's third iteration, continues to create comment. To some extent that's no surprise. It does seem extraordinary that only .22% of players contribute over 60% of revenues. But looking closer at the numbers suggests that they aren't so extraodinary: the vast majorty of players are simply 'trialling' the game. And of those who pay, the common enough 80/20 law applies - whereby 80% of revenues come from around 20% of customers.
We're in agreement with the industry insiders quoted in the article - in games (just as in any other vertical) smart business relies on delivering great experience and enjoyment. Any title looking to drive revenue in ways that damage the overall experience are doomed to failure. It's easy to forget that gaming is a hobby, and one that people have always shown a willingness to spend money on. That's certainly been the case for me since childhood trips to the shops to buy the latest ZX Spectrum titles (ask your grandfather).
As with all mobile apps, a focus on quality - and delivering relevant, personal experiences, will always win out in the end.