>> One problem that phone apps have, I suspect, is that it's difficult/
>> impossible (depending on the market) to directly provide interfaces to
>> upgrade to a new version, whether free or paid, while desktop apps can
>> do it seamlessly.

I implemented something for this in my app.  It's not very difficult to do
and has saved me a ton on support emails.

--
Chris Stewart
http://chriswstewart.com

Fantasy 
Football<http://chriswstewart.com/android-applications/fantasy-football/>-
Android app for MFL fantasy football owners


On Sat, Sep 18, 2010 at 9:40 AM, DanH <[email protected]> wrote:

> It's hard to compete against free.  I've not installed many phone
> apps, but in terms of desktop apps I find that quality/fit is so
> variable that I'm reluctant to pay up front for an app (have only done
> it on a couple of occasions), and I would imagine the same is true for
> phone apps.  I have on a handful of occasions (maybe 25% of those that
> give the option) upgraded a free desktop app to paid to gain more
> features (and a little bit out of guilt, I suppose).  I don't ever
> recall upgrading a "trial period" app -- for some reason they never
> seem that valuable to me when the trial period expires.
>
> One problem that phone apps have, I suspect, is that it's difficult/
> impossible (depending on the market) to directly provide interfaces to
> upgrade to a new version, whether free or paid, while desktop apps can
> do it seamlessly.
>
> On Sep 18, 3:59 am, Alex <[email protected]> wrote:
> > I am very interested in the responses to this thread.
> >
> > I only have one app on the market, a simple home page widget.  It is
> > free, and it has been downloaded 13,937 times with an active install
> > percentage of 47%.
> >
> > Obviously, I would like to make some money from my apps, but when I
> > look at paid versions of similar apps to mine, the download numbers
> > are pitiful.
> >
> > We are constantly reading about the massive growth of Android and the
> > 10s of millions of devices out there, so why do most apps struggle to
> > even grab a tiny percentage of that user base?
>
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