Jeferson Valadares on the Flurry blog:

>The chart shows that over two-thirds of all items purchased in iOS and Android freemium games are consumable, goods that users deplete. Measured another way, approximately half of all real dollars spent within all apps are for game items consumers don’t keep. Based on our data, the most popular virtual purchase, consumable or otherwise, is for “premium” in-game currency.

This is an industry they are predicting to surpass $1 billion in revenue — this year. This is astonishing to me and being that I am not in the group that plays these types of games, I just can’t see the motivation to buy in-app currency to use — especially knowing that I will have to buy it again at some point.

Again, no judgment — I just don’t “get” it.

Posted by Ben Brooks