On 2/4/2011 1:33 PM, Nathan wrote: > I don't know if anyone has done studies, but user perception (rational > or not) plays a part in whether they will buy.
I read something a while back about pricing; I think it was PopCap talking about trying $10, $15, and $20 price points for their casual games. IIRC, they sold the most units at $10, but either fewer or the same number of units at $15 vs. $20 -- and their profit was highest at $20, because the increase at $10 wasn't enough to compensate for the lower price. The takeaway is that someone willing to spend, say, $1.63 would likely also spend $1.99, and so by pricing at $1.63 means you're leaving $0.36 on the table for every sale. And you can extend that to Euros or Pounds or whatever; if you use the round number that people are really willing to spend, you can make a bit more on each sale. Tim -- 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.
