I don't know why this was downvoted, but I think it's a good anecdote, as (depending on the type of the game and on the type of marketing preferred) developers could see more revenue from ads than from upfront or in-app payments.
Therefore any measurements should count revenues based on ads too, at least on Android where the freemium model is often preferred.
Also, point #2 is very valid. Besides alternative app stores, developers on Android can also self-publish on their own website and experiment with various kinds of payment. See for instance The Humble Bundle, which allows people to pay how much they want (much like donations) and which had a nice return until now ...
http://www.humblebundle.com/