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Pay to (Not) Play: Monetizing Impatience in Mobile Games

AAAI 2024 · Learning theory and algorithms › Submodular and game algorithms · approach: Opponent modeling and subgame solving · 6 citations (OpenAlex)

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Theoretical and simulation study of skip pricing in mobile games where player value for completing grind tasks depends on the rarity of skip usage, showing high prices can yield both high utility and revenue and proposing a simple Myerson threshold pricing scheme with a 1/e revenue approximation.

Problem

Mobile games sell skips to avoid timer-based grinding, yet prices are high and few players buy, which seems incompatible with standard economic models of utility and revenue; the paper asks how skip pricing can give both high player utility and high revenue.

Approach

Players value completing tasks by perceived difficulty, so skip purchases by others degrade the value of achievements. The paper models three player types (fully-sensitive, price-sensitive, insensitive), characterizes whale-like type distributions where utility-optimal and revenue-optimal prices coincide at high levels, and proposes Myerson threshold pricing that takes the minimum of a retention-b

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use MT pricing instead of Myerson-only or retention-threshold-only pricingSkip pricing · Simulation instancesrevenue relative to the better alternative: within $1\% in 82\% of cases; strictly outperforms the next best option in 12\% of casesHelped
Use retention-threshold-only pricing instead of Myerson-only pricingSkip pricing · Simulation instancesrevenue: over 20\% of the instancesMixed
Offer multiple skip prices based on how much of the task the player completesSingle-skip pricing · Two-block skip pricing examplerevenue: 0.46875 -> \approx 0.53; 0.4375 -> \approx 0.53Helped
Scale the Myerson price by \nicefrac{2}{3} (ablation)MT pricing · Simulation settings testedrevenueHelped
Scale the Myerson price by \nicefrac{1}{2} (ablation)MT pricing · Simulation settings testedrevenueMixed
Scale the Myerson price by \nicefrac{1}{3} (ablation)MT pricing · Simulation settings testedrevenueHurt

Surprising findings

Limitations

Experimental setup

Metrics: expected player utility revenue revenue ratio relative to known-types optimum

Baselines: Myerson optimal price only retention threshold pricing independent retention draws variant scaled Myerson pricing

Builds on: Myerson optimal auction / posted pricing conspicuous consumption models monotone hazard rate distributions

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