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."

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