Kurt,

Another option would be to offer a free "lite" version of your program and
then offer more robust versions at .99 or 1.99, etc.

As an iPhone and app costumer, I appreciate when a free version is
available so I can try it out and often times I will upgrade to a paid
version depending on the features offered.

Having a few friends (and my husband) who have apps in the store, I can
tell you that probably only 5% of the apps are making "big money" and no
one is quitting their day jobs to be iPhone developers (although that has
the potential to change).  Also most of the money is being made from the
"in-app" ads and not from selling the actually apps themselves.

HM

Heather Marie Wells
Collections Assistant/Technology Coordinator
Shiloh Museum of Ozark History
Springdale, AR 72764
Phone: (479) 750-8165

Website: http://www.springdalear.gov/shiloh/
Twitter: http://twitter.com/ShilohMuseum
Podcast blog: http://www.shilohcast.blogspot.com/
iTunes U: http://deimos3.apple.com/WebObjects/Core.woa/Browse/shiloh.org

-----Original Message-----
From: MuseumPods [mailto:[email protected]] 
Sent: Tuesday, March 09, 2010 10:54 AM
To: Museum Computer Network Listserv
Subject: Re: [MCN-L] Museum Community iPhone App

Those are some really interesting points.  I never thought about it that 
way.  Nice to hear from the museum perspective.
Thanks Bruce.

Bruce Wyman wrote:

>>I don't think it is ethical for me to $ charge for apps on iTunes
>>considering  museums are providing free content for subscribers.
>>    
>>
>
>Kurt -- I'd disagree with that statement. I don't think there's 
>anything unethical to it, especially if what you're trying to do is 
>recover the costs of the app development in the first place. Museums 
>charge all the time for access to content; many museums have paid 
>admission. All your doing is charging access to a portion of your 
>digital content. Even further, museums that cover the cost of free 
>admission many times also offer ancillary programs and events that 
>are covered by a fee.
>
>That being said, I'm always in favor of free, but there's also 
>nothing that prevents you from changing prices later in the app store 
>(start at $1.99) until / if you recover costs, reduce to free.
>
>Or, flip it around and make the content separate from the 
>distribution of the content. Your framework may/may not cost money 
>(your app), but the content -- which can be provided by any museum -- 
>is distributed for free within the app. With the current versions of 
>the app store and iPhone OS, you have the capability to charge for 
>in-app downloads of additional content.
>
>-bw.
>  
>

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