In the developer console "active installs" is supposed to be the
number of devices that the software is currently installed on. I know
how many successful sales have gone through Google Checkout (this is
lower than the "total installs" on the developer console which I think
includes purchases cancelled inside the 15 minute returns window) and
the active installs figure is 40% higher than the total of successful
sales.

My conclusion, given that most of my sales are in the USA, is that
couples/families where at least a couple of people have an Android
phone may be sharing a generic Google Checkout account so that they
can buy an app once and share it around for free.

That's ok-ish when there is no ongoing cost of running a back end
server. It's going to destroy my business model if I need a back end
server though. I'm considering using the Google Order Number as a
licence key, thereby allowing multiple installations, but no
simultaneous use on different devices. And I'll write up a licence to
reflect that.

On Oct 1, 7:17 am, Zsolt Vasvari <[email protected]> wrote:
> I didn't read the rest of your question when I saw this:
>
> "40% of users have my application installed on more than one
> device."
>
> How do you know this?  If you go by the numbers given to you on the
> Developer Console, those numbers are at least misleading, and probably
> completely wrong.   I have very, very hard to believe that 40% of
> Android users have multiple devices with the same Google Id tied to
> the,
>
> On Oct 1, 7:41 am, Phil H <[email protected]> wrote:
>
>
>
>
>
>
>
> > I'm looking at the LVL code and had a question about user identity and
> > the DeviceLimiter interface. I've one app in the Android Market that
> > uses LVL in its recommended form, so users can install the application
> > on any device they have set up their account on. Early indications are
> > that the software is being repeat-installed at a higher rate than I'd
> > expect - 40% of users have my application installed on more than one
> > device. That seems a bit high but, for that application in particular,
> > it is no more significant than some lost sales - there are no ongoing
> > running costs for me to support.
>
> > It is enough to make me concerned about my next app though, which
> > requires a server in the cloud. Application sales should cover the
> > cost of this but if the repeat installation rate is high, my
> > application may not be sustainable in the medium to long term - server
> > costs will eat into income and I could end up running at a significant
> > loss - and the more popular the app becomes, the bigger that problem
> > is. So this got me thinking. Repeat installations by one used are not
> > a problem, but one core function will account for the majority of
> > server load - both processing and bandwidth. So, my tentative thought
> > is that if a user is currently using that core function on one of
> > their devices, they will not be able to use that function on any other
> > until they are done with it on the first device.
>
> > To be able to implement this I need access to a piece of data that is
> > common to all the installations, which brings me round to the
> > DeviceLimiter interface. Is the userId supplied here the same for a
> > given application, purchased by a single user, regardless of the
> > device it is installed on? Or is it the ANDROID_ID for the device? I
> > don't want any identifying information (like an email address), I just
> > want to be able to spot, from my server code, when multiple instances
> > of a single purchase are using my (relatively) expensive resources
> > simultaneously.
>
> > A fall back solution would involve the user putting in their Google
> > Checkout order number to activate the application - is there a service
> > exposed to securely obtain details about an order that my server could
> > make use of? All I really need is to know is the application
> > purchased.
>
> > A bit rambling I know, but any suggestions on ways of tackling this
> > issue are most welcome.

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