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sorry with (40 do you mean games are typically "wants" and not "needs" instead of the other way around??

also willingness to pay is i think a result of comparisons... you see "another" app (regardless of its purpose or category) for a much lower price and subconsciously users get a twitch for a mild spike in the price, without even stopping to think about the possible value... ie costs are often thought about instead of the benefits..




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