@Erik Aston
I think you're propably quite close to the actual figures there, or at the very least, your estimates are not too low. Hopefully the new revenue models introduced but the iPhone OS 3.0 will entice buyers to spend a bit more, and hopefully devs won't "misuse" the in-app purchases too much. One of the given examples, buying a rocket launcer in an FPS, sounds just horrible to me. IMO, a much better way would be to release a 0.99$ "demo" or the game with just the first level, and sell additional levels from inside the game. That would partly address one of the biggest complaints people have had, namely the lack of a real demo possibility.








