top of page

What if game spending felt more justifiable?

Most in-game spending is purely consumptive.

​

I’m exploring approaches where a portion of player spend persists over time without disrupting existing game economies.

A different approach to game economies

Game economies are highly optimized for engagement but still almost entirely consumptive.

​

That creates friction: for players, for spend, and increasingly for long-term trust.

​

I’m focused on approaches that better align player experience, long-term engagement, creator upside, and platform incentives.

A Simple Example:

Imagine a player spends $10 in a game on something like a cosmetic item, progression bundle, unlock, or premium currency.

​

Today, that purchase is mostly momentary. The player gets the item or gameplay benefit, but the value of the spend effectively disappears once the session ends.

​

What I’m exploring is a model where a small portion of that spend contributes to a separate persistent balance tied to the player.

​

Not something immediately recycled back into gameplay, but something visible that accumulates over time and may ultimately represent more than the player originally contributed.

​

The goal is not to disrupt existing monetization loops.

It’s to explore whether partially retained value changes how players perceive spending, engagement, and long-term participation.

Patent pending. Currently exploring industry conversations and strategic partnerships.

Start a conversation:

If you’re thinking about similar problems in game economies, monetization, player engagement, or creator ecosystems, I’d be interested to compare notes.

  • LinkedIn
bottom of page