"Incredible," Wang Xiaoying felt as if her entire worldview had been overturned while looking at the game's monthly turnover.
She had guessed that players would spend extravagantly, but she hadn't anticipated such frenzy.
Moreover, the data was fascinating; the spike in additional spending coincided almost exactly with the average.
There were, of course, big spenders who threw around large sums of money, but they weren't the majority. The real mainstream was in the middle—players who spend between 300 to 400.
Wang Xiaoying understood that a strong leading group effect still existed among game players; most were simply following the spending patterns of the more affluent players, and the game's revenue often depended on this wealthy minority.
Most free-to-play and browser games relied on this payment logic. The games were designed without a spending cap, merely to let the whales spend more.