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In general I think this is why embracing tiered levels of payment/subscription seems to be working for a lot of people -- it captures the fan-intensity curve, providing a structure which is both fit to hyper-fans and casual fans alike, whatever the business model is. This seems to explain to me the rise of tiered models (Patreon, Kickstarter, ads-or-premium, freemium apps, etc), and why DLCs and sequels tend to be more popular in media.

Heuristics like these seem to work by exploiting general properties of this Pareto-y curve. Obviously people in real life don't necessarily follow curves... but as a total economics laywoman, it is intriguing to see how, similarly to a supply-demand curve for physical goods, a Zipfian curve of "fan intensity vs frequency" (as shown in the article) has sort of begun to show itself in various places.



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