On 2/22/2011 12:10 PM, Dan Syrstad wrote: > I implemented LVL in our popular paid game. However, I only implement > enough to detect how many pirates we had. This was reported via > analytics. I did not stop the user from using the app. The result: > less 0.4% pirated versions - around 50 total. So 50 x $2.10 = a > _potential_ $105 loss. No one is saying that the people that pirated > the game would have bought in the first place. For the time I spent > implementing LVL, it was not worth it.
Conversely I've heard stories of pirated games where the leaderboard contained scores from 5x as many people as the number who actually purchased the app. That was from far earlier in Android's existence, though, and the early adopter crowd seemed to be more adverse to buying than the current audience. But that's real data, so thanks for letting us know. After reading about this I'm leaning toward not implementing LVL when I have a paid version, though I'm still considering it. 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.
