If we possess a smartphone or have a Facebook account, contingency are you’ve played a free-to-play game. Maybe we grew crops in Farmville or scrimmaged in Clash of Clans. If you’re anything like me, one of those city-building games (the kind that publishers ingeniously span with a renouned egghead skill like The Simpsons or Star Wars), has sunk a nails into your giveaway time and shredded it into bloody pulp.

Odds are we haven’t, however, paid for your free-to-play games. The format, that creates income from delegate purchases inside of a diversion after a been downloaded for free, usually sees purchases from 2.2 percent of a players, according to 2014 news by Swrve. This year’s Swrve news has an even some-more clearly grave stat: nearly half of free-to-play income comes from 0.19 percent of players.

So with those numbers in mind, because is free-to-play gaming still renouned among some of a industry’s best and smartest video diversion publishers? And because competence it be a widespread income indication for large publishers in a future? we invited my crony and co-worker Andrew Webster to explain on this week’s part of What’s Tech.

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