ThemarketingfirmSwrveestimatesthatabouthalfoftherevenueformobilegamesiscomingfromlessthan a halfof a percentofallplayers, whichmeansthatforsomeofthesegames, non-payingusers, whichismostpeople, areessentiallypouringtimeinto a gamedesignedtohitthepainpointsof a small, susceptiblegroupofplayers.