On 10/5/2011 5:14 PM, keyeslabs wrote:
> I think the number one thing to shoot for is "active installs". Ratings 
> matter, for sure, but keeping your active installs up at a high level seems 
> to be very heavily weighted. Look for ways to incentivise your users to leave 
> your app on their phone, and even better, to use it regularly. For example, 
> bundle a cool widget or possibly an active background as part of your app 
> (this also gets you listed in multiple categories on the market). 

Either a widget or an active background is somewhat risky if you're a
game, since games tend to be big, and so you want to be able to allow
users to put the game onto SD -- and if your users ever unmount their SD
card, then you've got a support hassle to deal with. :(

If anyone has experience adding a widget or active background in an app
with a large footprint (10Mb-20Mb+), please let me know, since I'd love
to go that direction if I wasn't worried about users getting their phone
into a bad state (if the SD has a widget or live wallpaper and you
remove it or mount it to a PC over USB when, then you have to power
cycle the phone to get the widget or live wallpaper to work again, at
least pre-2.3? or maybe 3.0?).

Tim

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