how many active install should a free game reach to be listed
somewhere? Guess if you don't know.

On 6 Ott, 03:46, Tim Mensch <[email protected]> wrote:
> 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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