Good article. I have often wondered a few things about pricing. The first
is.. to me the $1 price point always seems to be the primary price that
most apps go for, if they charge, primarily because at least when app
stores first hit, it seemed the price that most people would think "it's a
buck.. no big deal..if I like it great if not it's only a buck". Sure.. $2,
$3, etc could all fit in that same line of thinking for the most part, but
to me, my thought has always been.. a buck is no big deal, everyone can
afford a buck if they have a $50+ a month phone plan. It doesn't typically
require having a huge expectation of the app.. if it's really good, some
may think they would pay more for it while others may pass the word on how
great it is for just being a buck. Meanwhile, if word spreads and you get
100,000, 1mil, etc downloads at a buck.. if you're a single developer,
after your 70% cut you're making fantastic money. I've no idea how taxes
and such fit in with this, but a rough range of developer salaries in the
US is between perhaps 60K to 120K a year.. so if you can have your app
bring in similar money, at least you're working on something you hopefully
love and can work from home and make enough to survive on. If it does
more.. all the better (well at least until you start paying more taxes).

I've also just started thinking about in-app purchases. It seems to me a
LOT of games are giving the game free, but severely hindering the game
without in-app purchases or a very prolonged play time. For example games
that require various sorts of made up currencies that you can buy with real
money, or earn in the game very slowly so that if you want to enjoy the
game you pretty much have to buy stuff in the game. To me.. that's just a
BAD recipe. I am seeing tons of comments on various games where people
uninstall the game and don't play any more because of this model. To me..
it's just stupid for a developer to require in-app purchases to get further
in the game at a normal pace. To me, in-app purchases should be extra
things that you don't need, but could set you apart, identify you in a
social setting, etc. For example, a snowboarding game.. you could sell cool
custom boards that give you a slight boost perhaps, but are not required to
keep playing further at a regular pace. Or perhaps custom clothing, new
levels, etc. I could even see in-app subscription costs to allow
multiplayer to work.. as typically a game would require some server to
handle multiplayer and that costs money.

I am more confused about non-games providing in-app purchases. There are
some apps that could make good use of this..much like how Photoshop has
plugins that you can purchase for new capabilities.. an app like Camera
ZoomFX could have in-app filters to buy for a buck a pop maybe.

What scares me most.. is wondering if my app will be bought at all. I have
what I feel is a handy little app idea that I am working on, and based on
about 2 dozen chats with friends, all agree. However, I am still not sure
it would be worth any money. So I ask this.. how does an app like Evernote,
and some others, make money if they are free? They have millions of
downloads.. so the shear numbers could bring in some revenue somehow.. but
I am unclear how you get all that traffic to say, a web site where I might
place ads of some sort. I still don't understand how viewing a web page
with ads earns money.. I get it if a user clicks on an ad to go to that
ad's site, but just viewing it..I mostly ignore ads or close windows to
sites that pop up ads in my face. I do need to read up a bit more on admob
and the likes to understand it..but if you make money just by placing 10
ads on a page, and somehow your free app with millions of installs can
direct that traffic to view your page, I suppose there would be some way to
make money from that?

If the above is possible, then is it better to give an app for free hoping
to score tons of downloads and convert those into viewers of your site
where ad revenue pays you? How can you even gauge that your installers
would go visit your site, especially if your app is stand-alone.. doesn't
need any sort of server interaction?

I forget now..but once you're app is free, you can't charge any more right?
So putting an app up for $1, and it's not doing well, then lowering it to
free.. you can't change it back to a buck later? I am not nearly ready to
publish my app so I haven't looked into all these things just yet.



On Sat, Jan 12, 2013 at 1:55 AM, Prashant Singh <[email protected]>wrote:

> Hi Folks
>
> Hope you are doing well and New Year stared on a good note for you .
> sometime back I published an article on Pricing of  Mobile Apps in which I
> shared my learning on how can a developer decide on right pricing for their
> apps. I am sharing the same with you and would like to have your
> prespective on the same .
>
> http://www.medianama.com/2013/01/223-the-pseudo-science-of-app-pricing/
>
> Looking forward to your feedback .
>
> --
>
> Prashant Singh,
> Co-Founder, Signals <http://thesignals.net/>
> Email *:* [email protected]
> Cell : +91-9910270434
>
>  Facebook <http://www.facebook.com/wethesignals>  | 
> Twitter<https://twitter.com/TeamSignal>
>  | Blog <http://blog.thesignals.net/>
>
> "If someone's using a PC to demo the Next Big Thing... then it's not the
> next big thing."~Russell Beattie
>
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