I think the point is that there's no way to stop pirates (0% piracy of apps 
will never happen in this universe)- it's all about finding a balance 
between user frustration and developer protection.
100% developer protection = forcing users to submit to total background 
checks & showing up at their house before having them buy an app
0% developer protection = $0

Obviously we need to find a balance, but it's unclear where that 
equilibrium point is right now.
Someone should do a study on that.

On Saturday, February 9, 2013 10:44:42 AM UTC-8, Kristopher Micinski wrote:
>
> "don't have a paid version of your app in the market" is a non 
> solution: ad supported apps don't make real money for the mid range 
> developers (with the top 1-2% of app developers perhaps being able 
> make a modest profit). 
>
> I know of at least one study to show users actually end up "paying" a 
> good amount for apps if you factor in other costs: battery life, data 
> connectivity, the possible cost of your private information being 
> sold, etc... 
>
> This is not to say ads are bad, but it's unrealistic to think that 
> you're actually going to make a real profit from a solely ad supported 
> app.  Generally you will make a free version with ads, and an upgraded 
> "pro" version with more features.  What happens when someone cracks 
> this version and puts it on the market?  For the real developer 
> (someone who cares about their profits, and isn't just making an app 
> for run, collecting a little bit of ad revenue for giggles) app 
> cracking is a concern. Educating yourself on the different ways it can 
> be done would be good knowledge to have.  (FYI, there are automated 
> tools today that crack apps doing all sorts of crazy things like 
> disassembling and rewriting your bytecode to remove licensing checks, 
> etc...) 
>
> kris 
>
>
> On Sat, Feb 9, 2013 at 11:38 AM, Anton Kaiser 
> <[email protected]<javascript:>> 
> wrote: 
> > Just for the fun of it, I've read all the answers here. And Rob H. is 
> the 
> > one deserving my +1 ;) 
> > Still, the idea of your solution is good, but it is even easier to 
> pirate 
> > your app. This is because the in-app purchase system is flawed an has 
> > already been broken. It is enough for any user to have a well-known app 
> > installed (not going to tell you it's name here though), which emulates 
> the 
> > Google Play Store. When a user touches to purchase more levels, he will 
> pay 
> > $0.00 in the emulated store, and the store will report back success in 
> your 
> > app, which will start downloading from your server. 
> > Now to counter this, your server will have to check with Google Play if 
> > there really has been a purchase from that user before you provide the 
> > downloadable content. This is one extra step, but really an essential 
> one. 
> > If your app gets really successful, somebody will write an emulator of 
> your 
> > server, and again it was all for nothing. 
> > 
> > So, basic point taken here for anybody who reads this: Don't waste your 
> time 
> > on copy-protection. Have a free, ad-supported version in the store so 
> user's 
> > won't have to start looking for pirated versions. And be happy if people 
> > start pirating and distributing your app, as this will get your app even 
> > more popular. 
> > And don't sue the pirates. Microsoft did that with Windows XP. Made many 
> > poor people pay a lot of money and resulted in bad PR for MS, so they 
> > stopped that. MS is successful because so many people want to use their 
> > stuff, not because they are so successful in conquering pirates. 
> > 
> > Am Donnerstag, 7. Februar 2013 18:55:42 UTC+1 schrieb Rob H: 
> >> 
> >> I think if you're interested in protecting your app from piracy the 
> best 
> >> way to do it is via the in-app purchase system.  If you're making a 
> game, 
> >> put it up there with level 1 for free.  Thousands of people will check 
> it 
> >> out.  If they want to continue on to the other levels, well here's an 
> in-app 
> >> store where you can decide how much you want to pay for the app (the 
> more 
> >> you pay the more content you get).  Then you make your content 
> DOWNLOADED 
> >> from your server, not from unlocking something in your existing APK 
> file. 
> >> This combined with a system that communicates with your server similar 
> to 
> >> the iOS receipt auditing system means that a user is only going to get 
> the 
> >> downloaded content if they go through the purchase process.  Yes, 
> pirates 
> >> could buy everything on one device, then bundle all that content up and 
> >> modify your APK to say that all the content is unlocked, however the 
> work 
> >> involved makes this highly impractical.  They're only going to do it if 
> your 
> >> game is so popular that everyone wants it badly, and in that case 
> you'll be 
> >> making enough money where piracy almost becomes a positive thing for 
> you 
> >> because it helps get the game in people's hands and at this point your 
> game 
> >> is so good more people seeing it means more people buying it. 
> > 
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