Earlier quoted context omitted.
No, but the point of this thread was that there is room in the middle to make money, you don't have to be in the top 200. We use rewarded video and advertising and IAP in free-to-play games our users play, but we have no desire to be exploitative. The amount of room between basic free-to-play and psychological warfare on your players is enormous.
If you sorted your customers by the amount of revenue they generate? How much revenue comes from the individual at the bottom of the top 50% of revenue?
Rewarded video makes up about 10% (currently it's not in a very prominent placement, some games make a majority of their money that way - see Shooty Skies).
So to kind of answer your questions, the longer people play, the more they're worth to us, which feels fair to us (and again, they can pay to rid themselves of ads anytime they want). We will be featuring rewarded video more prominently, which allows the user to have more choice in the matter (although I'm betting they chose ads over cash most of the time, but that's just years of experience talking).
Edit: I should add that our ARPU (average revenue per user) is less that $4.99, so we'd still much rather people buy ads away with IAP.