We've seem more revenue from ads (AdMob) than from sales (free with in-app 
premium upgrade). People expect almost free when it comes to Android apps. 
That will change over time but since Android came online, it's been that 
way.

The "limited features for free with ads and the premium features without 
ads" is a very good revenue model for Android. 

-John Coryat

On Sunday, January 13, 2013 3:27:48 PM UTC-6, jtoolsdev wrote:
>
> On 01/12/2013 01:55 AM, Prashant Singh 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 . 
> > 
>
> Back in the day Palm apps were far more expensive.   I had one at $35 
> and my competition set his at $50 and thought I didn't value my work 
> that much.  But I pretty much limited my app in its capabilities because 
> the Palm itself was limited.  I have niche market apps and a bunch of 
> followers who had my free Windows app and the Palm was marketed as a 
> more convenient way to do work in the field easier than carrying a 
> laptop.  Next I made a Pocket PC version with more capabilities and sold 
> it for $50.  That was extended into a full paid desktop version also for 
> $50.  My Android app for that field is $10 and some people ask why it 
> doesn't contain all or some of the features of the $50 desktop version.   
> Well, that's because it is $10.  I figured if there was enough interest 
> I would add additional features as addons for a fee. 
>
> Again these are niche market apps for people interested in that 
> particular field.  Most of my experience in software development and 
> publishing comes from working for a very successful game company. One 
> learns a lot from doing that.  There, if a product did not at least sell 
> 50,000 units it was considered a failure and this was the 1990s when 
> people were willing to shell out $40 to $50 for a game. 
>
> $1 apps?  I would tend to scale the app features to the price. And 
> that's what I did with my apps. Mass market impulse buy apps are a 
> little different and one might want to plan on creating a stream of them 
> so as one app sales drops off then you have a new one that grabs the 
> next market share. 
>
>
>

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