I decided to look it up, and yes admittedly the people who spend over $25 are very important too. 10k is not a dramatic number though:
http://www.insidesocialgames.com/201...virtual-goods/ in fact it underestimates slightly.
To give an idea about how importan the people with money are, I first learned about this from the CEO of a company that makes it's money from helping social game companies analyze social media data and scout out the big hitters. The same CEO also said that the company they're working for told him that they operate exactly like a casino.
The important thing here is that high demand for Farmville on via USC does not translate to high demand for Call of Duty on Linux. Imagine you were an analyst for EA... if you learned that hey! there are these Ubuntu using hedge fund managers who are willing to drop thousands of dollars buying virtual goods, would you claim to your boss that this is indicative of an untapped customer base that could be captured by porting Call of Duty to Linux?Go into a local software store sometime. You will notice many pre-paid cards for ten, twenty, and twenty-five dollar denominations. I've seen people pick up a copy of The Sims 3 Pets and a FarmVille pre-paid card at the same time. Claiming that a end-user who plays a web-based game will only play a web-based game is too much of a generalization. Humans are unique individuals with many different tastes and hobbies. Sure, a game can be supported by 'whales' as you call them. They could also be supported by many users who simply enjoy the game and spent ten or twenty dollars every few months; they don't care it is a web-game, they just think it is fun.
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