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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.

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