http://www.gamasutra.com/blogs/RaminShokrizade/20130626/194933/The_Top_F2P_Monetization_Tricks.php
To maximize the efficacy of a coercive monetization model, you must use a premium currency, ideally with the ability to purchase said currency in-app. Making the consumer exit the game to make a purchase gives the target's brain more time to figure out what you are up to, lowering your chances of a sale. If you can set up your game to allow “one button conversion”, such as in many iOS games, then obviously this is ideal. The same effect is seen in real world retail stores where people buying goods with cash tend to spend less than those buying with credit cards, due to the layering effect.
Purchasing in-app premium currency also allows the use of discounting, such that premium currency can be sold for less per unit if it is purchased in bulk. Thus a user that is capable of doing basic math (handled in a different part of the brain that develops earlier) can feel the urge to “save money” by buying more. The younger the consumer, the more effective this technique is, assuming they are able to do the math. Thus you want to make the numbers on the purchase options very simple, and you can also put banners on bigger purchases telling the user how much more they will “save” on big purchases to assist very young or otherwise math-impaired customers.
Having the user see their amount of premium currency in the interface is also much less anxiety generating, compared to seeing a real money balance. If real money was used (no successful game developer does this) then the consumer would see their money going down as they play and become apprehensive. This gives the consumer more opportunities to think and will reduce revenues.
Interestingly a lot of the things that work against Bitcoin compared to an in-game currency probably work _for_ Bitcoin for regular purchases compared to cash. For example, paying with Bitcoin probably gives you a layering effect that makes it easier to make people spend in a regular shop because (I'm guessing) Bitcoin feels less like real money than money taken direct from your bank account by your credit card. But games are still probably better off with their own in-game currencies. (If your customers have Bitcoins, you should let them buy your in-game currency with them...)
What I have been pushing for (and written code to do) is to use Bitcoin in OpenSim, the free, decentralized version of Second Life. This is a bit less like a regular game, and more like a 3D version of the internet. But even there, some people will probably be better off with their own in-grid currencies, which can be bought with Bitcoins.