What does your app do, Nathan?


That has a lot to do with the price people will pay.



On Wednesday, February 6, 2013 5:41:50 PM UTC-6, Nathan wrote:
>
>
>
> On Tuesday, February 5, 2013 1:29:49 PM UTC-8, Tim in Boulder wrote:
>>
>>
>> Last time I looked for it, I couldn't find it, but a while back I read a 
>> PopCap (casual game company) study about prices for their games. They 
>> tried a number of price points: $4.99, $9.99, $14.99, and $19.99, IIRC. 
>>
>> They found a few strange things. First, they didn't sell enough more at 
>> $4.99 to make it nearly worthwhile. Second, if I'm remembering right, 
>> they ended up selling MORE units at $14.99 than at $9.99. And while the 
>> raw units at $19.99 were lower, the profit curve was best at that point. 
>> I think the number sold at $14.99 and $19.99 were very similar as well; 
>> they may have even sold more at $19.99, but I wouldn't swear to it. 
>>
>
> I don't think that study was done on Android, not that it won't be 
> helpful. 
>
> I don't see many Android games pricing successfully *above* 4.99. Android 
> users probably don't think in $5 increments. In the top grossing apps, most 
> are freemium. There are a few successful games at $6.99. Of course, I'm 
> sure you know more about the game landscape than me. 
>  
>
>> There are a lot of variables. I'm sorry I misplaced that link, because I 
>> think that data would be applicable to more than just games. But you 
>> might try a short experiment at $19.99 and see if you keep more than 50% 
>> of your users. :) 
>>
>
> I'm willing to try it, when timing is right. I can't get any results with 
> an hour or so ( I certainly wish I had enough traffic for that to matter).  
> I might need a week. 
>
> I'm leaving the experiments with lower prices to my competitors. They've 
> been trying 4.99 for a while now. They must have considered it a success 
> because they stayed with it. I wouldn't consider it a success because they 
> haven't sold as many units, much less twice as many. 
>
> Nathan
>  
>

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