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Players say they'll never pay for dice — moves, spins, anything that feels like feeding a machine. Monopoly GO! built its entire economy on exactly that resource, and still pulls a quarter of its iOS revenue from a single $99 purchase. This ebook breaks down how: a 90-year-old brand, one deliberately empty day, and a trick that turns the resource players resist most into the highest revenue-per-download title in casual gaming.
In a first session, players are remarkably consistent about what they'll buy and what they'll resist. They'll pay for a character, a building, anything permanent. They won't pay for moves, spins, or rolls — anything that feels like feeding a machine.
Monopoly GO!'s entire economy runs on dice. That's the resource players resist most. And the game still earns $20.75 per download and takes a quarter of its iOS revenue from a single $99 purchase.
This ebook deconstructs how that works, section by section:
Why a dice purchase never actually feels like a dice purchase — and what it's buying instead.
Why the game shows zero offers on day one, then strikes hard on day two.
What a 90-year-old brand buys back in onboarding time that a new IP never gets.
Why its biggest revenue months come from raising what a roll can win, not lowering what it costs.
Where the pricing ladder still has a rung nobody's tested.
Since this was first studied, Monopoly GO! has passed $6 billion in lifetime revenue — the fastest any mobile game has ever gotten there. The mechanics in this ebook are why.
If you're responsible for monetization on a mobile game, this is the kind of structural read worth having on your own title — before a competitor commissions it on theirs.
Download the full deconstruction above.
