On Mon, May 10, 2010 at 11:06 AM, dadical <[email protected]> wrote: > The point here > is to get this past the pain threshold where it won't be worth the > trouble for an app that is only a few bucks.
It's not clear that piracy translates into lost sales: http://blog.wolfire.com/2010/05/Another-view-of-game-piracy "iPhone game developers have also found that around 80% of their users are running pirated copies of their game (using jailbroken phones)... [but] The highest estimate I've seen is that 10% of worldwide iPhones are jailbroken... The answer is simple -- the average pirate downloads a lot more games than the average customer buys. This means that even though games see that 80% of their copies are pirated, only 10% of their potential customers are pirates, which means they are losing at most 10% of their sales." Apparently the people who pirate, pirate a *lot*. And, conversely, the people who *don't* pirate simply don't put as many apps on their devices. Be very careful that, in your understandable zeal to fight pirates, you don't penalize the legitimate users. Make the app too irritating and people won't buy it at all. In other words, if you're not careful, the *paying* customers can conclude "it's not worth the trouble for an app that is only a few bucks." -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

