I would recommend a value-based pricing approach. See the book "The Strategy and Tactics of Pricing" by Nagle that is commonly used in classes on pricing in business schools.
See my blog on how you can go about doing this: http://singhinderjeet.blogspot.com/2009/03/pricing-android-applications.html On Sat, Mar 21, 2009 at 12:19 AM, gfindster <[email protected]> wrote: > > I would consider the following for pricing the app from recovering > your cost within an expected time frame: > - How much time and resources you put into developing the application > - Does it have a server component, (like my GFindster app which has a > server cost for maintenance and support) > - Within how much time do you want to recover you cost and maybe with > some profit. > > Once you have all that, I think you can price it to cover your cost. > However, this does not guarantee return on your investment but I think > its a good starting point. > > On Mar 21, 9:00 am, Incognito <[email protected]> wrote: >> On that same note, if you think that it is worth $100 then sell it for that >> price. >> >> On Mar 20, 2009, at 11:55 PM, Incognito <[email protected]> wrote: >> >> Sell it for what you think is the true value of your app. People will buy if >> it's worth it. Otherwise you'll lose money. >> >> On Mar 20, 2009, at 9:59 PM, Streets Of Boston <[email protected]> >> wrote: >> >> I sell my app for $1. >> Why?: >> >> - I have another day-job; i don't need to earn my living from it. >> - I've had about 250 sales in a month. If i need to be able to survive >> of it, i'd need to sell about at least $4000 monthly --> $4000 / 250 = >> $16 per download. I don't think anyone would have bought it at $16. In >> short, i can't make a living of it selling this app, for any price. I >> think it's a great little app (hey, i wrote it :=)), but certainly no >> more worth than $3. I put it at $1 to get as many downloads as >> possible without making it free. >> >> On Mar 20, 5:10 pm, Stoyan Damov <[email protected]> wrote: >> If your app is great and useful, people would buy it at almost *any* price. >> >> Devs, what the hell's wrong with you? $1 app? If it doesn't simply >> fart it can't possibly be $1 unless you suspect thousands and >> thousands of sales. Think about it, if you've developed the app in 1 >> month, and you are "paying" yourself $3K, this means that you'll have >> to reach 1,300 sales before you break even (before taxes!). >> >> Given that a FEW apps so far have jumped over 1K sales... I'd price >> any productivity app anywhere *above* $4, and a game at $5+ but that's >> just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy >> your hunger once, tomorrow you'll have to get another one, while the >> app is still owned and used by the user. >> >> Whatever. >> >> Cheers >> >> On Fri, Mar 20, 2009 at 6:22 PM, [email protected] >> >> <[email protected]> wrote: >> >> I know different apps have different levels of functionality etc. but >> clearly some pricepoints do not sell - with the exception of aHome, >> not many things to sell at say $5+. >> >> So I would consider either $1 or $2 (or UK equivalents) as the most >> popular price points. >> >> But which is best for maximising revenue?- Hide quoted text - >> >> - Show quoted text - > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Discuss" 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-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
