I implemented LVL in our popular paid game. However, I only implement enough to detect how many pirates we had. This was reported via analytics. I did not stop the user from using the app. The result: less 0.4% pirated versions - around 50 total. So 50 x $2.10 = a _potential_ $105 loss. No one is saying that the people that pirated the game would have bought in the first place. For the time I spent implementing LVL, it was not worth it.
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