There are number of differences that mean Underground is
not "essentially the TV model" when it comes to economic incentives. But, there are some similarities that can help us seem what some of the behaviours are going to be for content producers.
- Traditional TV has fixed length programming windows. No station is going to pay you more if you turn your 30 minute show into a 35 minute show.
- However, you might get more money by turning your (25 minutes of content + 5 minutes of ads) show into a (22 minutes of content + 8 minutes of ads) show.
- And, setting up your show to end on a cliff-hanger and encourage viewers to come back next week is great for audience and therefore revenue. That's not "milking the audience" but it is structuring the system/content to maximise revenue.
- TV Content Producers are not generally paid "per minute" but according to its popularity with target demographics. That leads to trying to get more overall audience, rather than just more time. That will be true for underground as well, and it will certainly be the case that content producers will want as many users as possible to use their app as often as possible. But, the economics are such that for a lot of apps, getting existing users to consume for longer is a cheaper avenue than getting new users.
- That said, TV producers often try to spin-off new shows form old ones in order to get more airtime (& more dollars) for a brand. The TV industry graveyard is full of lessons like "Joanie loves Chachi". We similar stories in the app world, expect more of them.
The parent comment isn't FUD in any sense of the word.
Everything gdeglin said is true - just like in-app purchases have encouraged a whole genre of games where you pay to escape the grind, earn-per-minute games are likely to produce an equivalent genre of "just make that cut-scene run for 15 seconds longer" games.
Follow the money. If content producers are paid per minute consumed, then the owners of many of the game publishers will start making decisions that stretch the same amount of actual game play into a longer interaction.