You have already seen the paid non-gameplay asset inflows. However, for the assets that are available for real-money purchases, this inflow is directly linked to revenue.

You can understand mobile game paid asset inflow as a function of income in the period divided by the asset’s price.

Let’s briefly cover what is meant by the cost of the in-game asset.

If you are a mobile game developer pricing items for players to purchase, you create an average price from the purchasable asset.

For example, if you sell 100 in-game assets for $10, you charge $0.10 per in-game asset. In many mobile games, there may be bonuses on higher-priced packages, which means the price per asset may change. If you want to keep this game economy equation simple, you can use an average price of the asset. This means you sum the revenue you earned in a period and divide it by the total number of in-game assets acquired through those purchases.

You can then plug this equation into your economy balancing equation.

You can then re-work the equation, moving all the inflows and outflows to the right side of the equation.

Using your good old math skills, you’ve added the Gameplay and Non-Gameplay Asset Outflows and subtracted the Gameplay Asset Inflows and Free Non-Gameplay Asset inflows to both sides of the equation.

The final step to understanding how to proxy revenue using your in-game economy flows is multiplying both sides by the asset’s price.

You can now proxy how much revenue you made in a given period by understanding the inflows and outflows of your in-game assets.