Anyone familiar with social games will be aware that a number of items will only be available for real world money. But how do you persuade the player to part with their hard-earned cash?
Perhaps the most obvious way to entice players is to make sure that your premium items are more fantastical and offer greater rewards than your standard items, but there is another way.
If a player were given the option to try an item before they paid for it, they may be persuaded to complete the transaction rather than dismiss it entirely.
This is something that is used in Ravenwood Fair, though without having access to Lolapps’ data, it isn’t known how successful it has been.
You could further entice players to spend their money by letting them know how much money they would have earned from the item during their trial period, and if they complete the transaction they get to keep that money.
This is a system that I have only come across once amongst the many social games I have played and is something I am keen to investigate further.