System
The shop is where a game shows its whole economy at once: currencies, bundles, the cheapest way in and the most expensive anchor. Offers are the shop pushed into the moment, after a win, after a loss or on a timer.
The flows here show both: what each shop contains, and the sequence of screens that leads a player to it. Prices are the ones shown on screen on the capture date, in the store region of the capture device.
40 flows · 182 screens · 27 games
Research
Mobile game monetization UI: 6 patterns to study
Six mobile game monetization UI patterns, from price ladders to fail-point offers, with real flows you can step through screen by screen.
Research
When do mobile games show the first offer? Data from 25 first sessions
We measured the first session of 25 mobile games. The first shop or offer appeared at a median of step 20, about 40% of the way in. Only two games sold in the first 10 screens, and only one showed a true subscription paywall.
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