On 2/16/2012 12:37 AM, Felipemnoa wrote:
The price is so low that it should really make no diference. At 1.99
the only thing that will stop a user from getting the app is that he
may just not want it.
When I had a free app that was a demo, and a "premium" app, my premium
app was at $1.99, and I got about 2% conversion (making the purchases a
bit more profitable than the ads). I chose $1.99 because the minimum
price is $0.99, and I wanted to be able to put it on sale from time to
time, though I didn't end up doing that before signing with a publisher
and letting them change the marketing plan.
On 2/16/2012 6:23 AM, TreKing wrote:
On Thu, Feb 16, 2012 at 1:37 AM, Felipemnoa <[email protected]
<mailto:[email protected]>> wrote:
I really cannot see a user wanting an app but not buying it
because it costs an extra dollar.
You need to read more random Market comments. :-)
I got VERY few complaints about $2 vs. $1. Maybe none; I don't remember
any.
I DID get complaints that "After 30 levels the developer wants you to
PAY!! OMG! Jerk!!", but none that I recall that complained specifically
about the price. And I actually interpret that to mean that I didn't
lose many customers over the difference -- so I was effectively making
2x what I would have at $0.99.
At the risk of repeating myself from an earlier thread on this topic:
PopCap did some experiments a while back at different price points, and
they tried $5, $10, $15, and $20 for their games (the "standard" for a
long time was $20 for casual PC games, but BigFish was pushing that down
to $7). What they found was they made MORE sales at $20 than $15 (so
much for the smooth supply and demand curve), and while they made more
sales at $10 and $5 than at $20, they didn't make 2x or 4x as many sales.
Someone should try to do tests at different price points. I know for
certain iPad games I've paid $10-$15 without even flinching.
Tim
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