that might be the best solution because you clear did not read the article properly yourself, let me cite:
“When they quietly lowered prices, they found it to be elastic (sales increase proportionally, so the overall revenue remains the same)”
This would mean changing the prices without announcements(like IMC did) would not change the overall revenue. But in an online game, where each player costs money for server traffic etc. going lower price & higher numbers of players is the worse deal for the company, if both scenarios produce the same sale revenue, because your costs to run the service go up.
And it is common human sense that you cannot go as low or high as you want. If you go too high there will be a certain point where nearly no one will buy. if you go too low you will at a certain point reach all of your potential users and going lower does not make any sense anymore. but the sweet spot in the middle is where it counts. you need to maximize the price vs the amount of people who are going to buy it for the price, so “price* people willing to buy it = revenue” needs to be maximized.
See, maybe now you even learned something.