>>"I randomly poll G1 users and almost none of them have opted into the
Google Checkout system.

What ever happened to charging the subscriber's phone bill?"<<

Exactly what i was thinking.
The choice of payments is the biggest road-block here, i think.

I've posted this many times, but i think that charging the customer's
phone-bill would be very helpful toward success for the Android
Market. As a developer, i'd be willing to pay a few extra percentage
points from my revenue to make this happen.


On Apr 1, 10:54 am, BikingBill <[email protected]> wrote:
> The VERY BEST SELLING paid apps are doing only a few 1000 units of
> sales.
>
> Our Blackjack Game (Kenny Rogers, the Gambler Mobile) may be the best
> selling paid Blackjack game in the Marketplace but even on the uber-
> crowded iPhone App Store we make far more revenue there than on
> Android.
>
> I randomly poll G1 users and almost none of them have opted into the
> Google Checkout system.
>
> What ever happened to charging the subscriber's phone bill?
>
> FYI: We just released "Bailout Bonanza" for the G1 (our 4th iPhone
> GAME).  The good news there is that it took a day for it to get out.
> On the iPhone it took well over a month and required a lobbying effort
> to get Apple to approve the title.
>
> I still believe in Android,  We may have to go with free ad-supported
> titles until this gets worked out.
>
> William Volk
> CEO, PlayScreen
>
> P.S. We're donating 5% of sales for Bailout to the Second Harvest Food
> Bank of San Mateo and Santa Clara counties.
>
> On Mar 30, 5:39 am, "[email protected]"
>
>
>
> <[email protected]> wrote:
> > ... looking at new releases on Cyrket over the last weekend, I can see
> >   - over 100 new apps
> >   - around 6 new games
>
> > Does this worry anyone else?
>
> > Can Android compete in a smartphone marketplace if the games are just
> > not there?- Hide quoted text -
>
> - Show quoted text -
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