The threat to get a letter from Lodsys about possible infringing their
"patents" on Android is quite real. We recieved such a letter
yesterday, we just provide a button with a link to the full version in
the demo version of our app which from their view is an "in-app
purchase".

We currently evaluating our opertunities but as a legal fight with a
patent bully and paying a patent license for the next years is not a
big option for us, we currently considering pulling all our demo
versions from the U.S. market and only offer payed versions.

On Jul 15, 3:38 pm, polyclefsoftware <dja...@gmail.com> wrote:
> I'm close to releasing a new iPhone/Android local multiplayer game and I'm
> looking into monetization issues. My ad revenue is still dismal this year,
> even though impressions and clicks are fairly robust. And the format of the
> game is such that I want to encourage new users to easily try the game for
> free, so I was thinking of using a freemium model where the app is free to
> download, then locks after a certain amount of gameplay and prompts the user
> to unlock the full version using in-app purchases.
>
> I'd be interested to hear any experiences of any developers who might
> currently be using this approach.
>
> From a marketing/sales perspective, how well does this model work? I know
> in-app purchases for virtual goods is extremely lucrative if done well, but
> I haven't heard any experiences of the unlock-full-version model on the
> Android Market.
>
> From a technical perspective, how easy is it for users to exploit such a
> model, e.g. uninstalling and reinstalling the app or wiping local data
> associated with the app in order to circumvent the limitations of the free
> version? Are there best practices to avoid this?
>
> From a legal perspective, should developers (especially indie ones like me)
> be concerned about the current patent trolling and lawsuits by companies
> like Lodsys? Google still hasn't publicly commented on patent trolls
> targeting Android developers, have they?

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