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>Phase 1 of app store monetization was Premium games (.99 titles)

I have no doubt this is how it works, but I never thought I would see the day when something that costs a dollar is considered premium.



I came here to post this same thing… Except for a couple of holdouts like Square Enix, the notion of paying more for something non-consumable vs. consumable seems to be at an end in the software space.


I wonder if there's any economic theory on circumventing or avoiding a pricewise race to the bottom that would be relevant here.




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