A wide age gap exists in those willing to use 'freemium' apps and those willing to pay once inside, Flurry found. The youngest audiences were the most willing to play free-to-enter Android and iPhone games, peaking at 32 percent of 18 to 24 year olds, but they were the least prepared to pay. Popularity started dropping after 25, but in-app payments soared, hitting 49 percent of those between 25 and 34.