> He added: "Growth has been fuelled by the dominance of free content and in-game monetisation, which expands the adoption of games but also removes the cap on spending for those gamers that are really engaged in the experiences.”<p>I always wonder if these experiences can be priced accordingly<p>Flagship games have been priced at $60 for 25 years and should be priced higher to reflect a variety of other things, but their primary purchasers dont have the money for more. People really into games dont have money, and children’s parents dont respect the medium to want to pay more. (Fortunately there is the aging demographic of everyone else, who do have money and dont mind preordering)<p>But with the price of a game being mentally fixed in the collective conscious I wodber what the average price per user is now with the in game transactions factored in