Thank you. I think it's great. I had some thoughts and some ideas for 
future research. 

I like looking at quadrants to pick pricing models. One conclusion, I would 
have to challenge, though, is putting games in quadrant one, and concluding 
that paid app is the right model for them. 

Look at the 24 Top Grossing Apps on Android. 

https://play.google.com/store/apps/collection/topgrossing?start=0&num=24

One is a paid network utility. One is a health/fitness app with 
subscription model. But the other 22 are games using the freemium model.  
>From the looks of them, many are using the "video arcade token" model, 
where addicted people pay for gems or coins to pass a level. 
So some games have been successful in a freemium model. It's not easy to 
know without internal data if they have succeeded in creating long term 
engagement or if they have simply managed to extract more money from people 
in a shorter amount of time. 

I do agree with your conclusion that price should be between the median and 
the theoretical maximum for your type of product. I would simply state it 
as "choose the highest price you think you can get away with". I assume you 
are going to match the quality of the product to that price, of course. 

I would also challenge the idea that "(b) you will have to slash the price 
at some point to spur growth". I think I can agree with the idea if you 
state that "you *may* have to slash the price at some point to spur growth. 
I don't think it's necessarily a skill you have to master. 

Some state it as 
a) Choose the highest price you can 
b) so you can lower it later for a promotion or permanent price cut
c) because it's bad to ever increase a price. 

I agree with a, but not b because you can also price high and stay high. I 
have done so. Many apps for the same market (in desperation to compete with 
me, I think), have cut their prices in half, and as best I can measure, it 
didn't pay off for them.  
And I completely disagree with c. I completely believe that you can 
increase a price as well as decrease one. In fact, I do want to experiment 
with that. I do want to know, for example, if there is any big 
psychological barrier between $9.99 and $10.99. 

The figures you cite suggest that Android apps gain less from having the 
example two week sale than IOS does. I would speculate that the difference 
is "If a price drops in the app forest, and no one know, does anyone care?"
My perception is that iOS, in the app store itself highlights changes in 
price, plus a gazillion web sites track whether iOS apps change price or go 
free. That doesn't really happen on Android, so a price break in itself 
will not get you more traffic. 

I also see in those figures, a cautionary tale. On iPad, even though on 
average the discounters are making a 19% revenue increase, 80% of the apps 
who try the discounting are *losing* revenue out of it. So I see some 
people doing it right and winning big, and a lot more trying and failing. 

The need for and success of a price drop strategy may be highly correlated 
to a waterfall model of apps. In that model, an app has a static value 
proposition and is never updated after launch. In that case, I do expect 
the revenue to level out and then decline over time. That's a good time, 
apparently, to do price drops, and eventually make it free. By that time, 
you have your next big app ready and can drive traffic to it. 

In a more dynamic setting, an app that is constantly updated can give ever 
increasing value to the end user for the same price. You build goodwill 
with your customers that pays off in more in app purchases, subscriptions, 
and referrals to friends.

There's nothing wrong with either model - if it pays off for you.  

I agree most strongly with your epilogue. I'm not ready to do a PHD thesis 
on pricing tactics. I think there is probably money on the table if I got 
all of the pricing tactics down. But I think there are more worthwhile 
things I can do, by increasing the conversion rate of my app, and refining 
the in app product offerings. 

The only way to know for sure is through an experiment you can't currently 
do. If you could set up the Google Play Store to randomly show a different 
price to half of the people viewing the listing at the exact same time. You 
could run that experiment and come up with the ideal price. Till then, we 
all just have to guess. 

Other thoughts:
- I believe users are less sensitive to in app purchase price than to the 
price of an app. Partly due to an established relationship with the app 
where they see clear value. Partly due to the "Open Wallet" syndrome. 
Sometimes, a user will buy the app and right away buy $50 worth of in app 
products. At the same time, few apps are successful at $50 price point. I 
moved an in app purchase from 3.99 to 5.99 to 7.99 and no one cared. They 
wanted it or they didn't. 
- I believe users are less sensitive to price where there is a perceived 
need rather than a want. If you need a particular app for your job, you 
want the one that works for you, whether its the $2 one or the $5 one. Or 
maybe get them both just in case.  

Nathan


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