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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