Why do they buy? Key player motivations for monetisation
summary
Framework lays out four monetization drives and their real effects: Cosmetics, Access, Power, Status live in a revenue hierarchy and require specific design to work — cosmetics need visibility and socialness (think Fortnite/Battle Pass for earned skins), access demands compelling content and tight economies (Choices, Coin Master VIP), power sells small durable edges in PvP or grind curves (Clash Royale), and status needs clear, visible tiers and group competition. Gacha/loot boxes act as an amplifier, not a substitute, and removing them can cut revenue roughly ~30% if they hide highly desirable items.
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