In the case of an eBook. I would say don't sell them using the Android  
store. Do what MobiPocket, eReader, Stanza etc do and have a free  
reader and separate store.

Did we ever get a clarification on whether this is allowed on Android?

S



On 8 May 2009, at 14:25, Mahesh Vaghela wrote:

> Aron,
>
> One of my client wanted to develop an app for Android. He was not  
> having Android phone so contacted his friend and ask: How many  
> application you buy?
>
> Answer was: I never buy a paid because I dont have screens to see  
> and even if I buy why should I not ask for a refund after playing a  
> game for 24 hours!
>
> One another Client was a famous author, he asked me can't any one  
> read an entire Ebook in 24 hour?
>
> I was speechless!
>
>
>
>
>
> On Fri, May 8, 2009 at 12:58 PM, Aaron <[email protected]> wrote:
>
> IMO the main problem with the Market is that it's the only place to
> obtain apps and with the small interface being so tiny and with so
> many new, dump apps coming out all the time, most applications are
> gone within a few hours from the main page.  Unless users scroll and
> check constantly they will miss all the new apps.
>
> Other problems such as having no screenshot capability, not enough
> different ranks such as most downloaded, best rating, or recommended
> for the day hinder users from wanting to try different apps and
> finding them.
>
> Other additional problems such as extremely POOR monetary conversion
> rates for other countries and seriously not having any other means of
> payment (or even at least have Google Checkout accept most major
> credit cards!) will benefit extremely.
>
> Lastly, FIX all the market bugs.  I can't believe Android Market even
> got passed QA with the large amount of bugs in there.
>
> On May 7, 11:45 pm, Mariano Kamp <[email protected]> wrote:
> > Compared to what?
> > I am not trying to be a smart ass here, but have you got any other  
> numbers
> > that suggest that this conversion rate is poor?
> >
> > I guess a direct marketeer would say it is fantastic.
> >
> > On Fri, May 8, 2009 at 4:32 AM, clark <[email protected]> wrote:
> >
> > > 2.8%?  Thanks for the numbers, now we can say that is "amazingly
> > > poor."
> >
> > > On May 7, 4:17 am, Jon Colverson <[email protected]> wrote:
> > > > On May 7, 11:37 am, MrChaz <[email protected]> wrote:
> >
> > > > > Yeah, conversion from free to retail sales is amazingly poor.
> >
> > > > Please don't make statements like that without numbers to back  
> it up.
> > > > My game has a 2.8% conversion rate from the free demo to the  
> full
> > > > version. From what I understand, that is fairly typical for  
> the games
> > > > industry.
> >
> > > > --
> > > > Jon
>
>
>
>
>
>
> >


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