[android-developers] Re: In-App payment options

2011-02-03 Thread John Loschky
We currently offer Android developers a simple to use in-app payment
application for the Android platform and mobile web.   Feel free to
drop me a note with any questions.

John Loschky
j...@billingrevolution.com


On Dec 19 2010, 11:43 pm, Tauno Talimaa  wrote:
> Just to clarify, Rovio is using in-apppaymentsfrom Fortumo
> (http://fortumo.com/in-app-payments) - and that's available to 3rd
> parties already right now :)
>
> On Fri, Dec 17, 2010 at 5:32 PM, JP  wrote:
> > Also check out Rovio. They're building their own in-app payment system
> > they call "Bad Piggy Bank". I read somewhere they wanted to make this
> > available to third parties, but that'll take them some time to take
> > the market I'm sure.
>
> > On Dec 16, 7:47 am, Xavier  wrote:
> >> Thanks JP, never heard of them before, I will take a look. The Android
> >> integrations looks pretty good.
>
> >> On 13 dic, 02:29, JP  wrote:
>
> >> > There's probably a few options, including these guys:http://www.boku.com/
> >> > I ran into one of their staff a couple of weeks ago and asked what
> >> > their position on distributing in-app payment based apps in Android
> >> > Market was. That that was walking a thin line was acknowledged but
> >> > basically they consider it OK to distributebokuin-app-payment based
> >> > apps in Android Market. I am not so sure if that holds, but OTOH
> >> > Android Market might be losing out in the long run if they don't
> >> > support engagement based monetization models. At least where things
> >> > stand today, not many starting out dare not to have an engagement
> >> > angle to their monetization model. That's my perception anyways, hope
> >> > this helps.
>
> >> > On Dec 11, 11:14 am, Xavier  wrote:
>
> >> > > Hi,
>
> >> > > Imagine an app distributed outside the Google Market, so no
> >> > > restrictions for that. What possibilities do I have to integrate some
> >> > > method ofpaymentsinside it? (Paypal is not an option) I guess what I
> >> > > should be looking for is some kinf of API from a credit card merchant?
>
> >> > > Could someone point me on several directions I could begin look at?
>
> >> > > X.
>
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Re: [android-developers] Re: In-App payment options

2010-12-19 Thread Tauno Talimaa
Just to clarify, Rovio is using in-app payments from Fortumo
(http://fortumo.com/in-app-payments) - and that's available to 3rd
parties already right now :)


On Fri, Dec 17, 2010 at 5:32 PM, JP  wrote:
> Also check out Rovio. They're building their own in-app payment system
> they call "Bad Piggy Bank". I read somewhere they wanted to make this
> available to third parties, but that'll take them some time to take
> the market I'm sure.
>
> On Dec 16, 7:47 am, Xavier  wrote:
>> Thanks JP, never heard of them before, I will take a look. The Android
>> integrations looks pretty good.
>>
>> On 13 dic, 02:29, JP  wrote:
>>
>> > There's probably a few options, including these guys:http://www.boku.com/
>> > I ran into one of their staff a couple of weeks ago and asked what
>> > their position on distributing in-app payment based apps in Android
>> > Market was. That that was walking a thin line was acknowledged but
>> > basically they consider it OK to distributebokuin-app-payment based
>> > apps in Android Market. I am not so sure if that holds, but OTOH
>> > Android Market might be losing out in the long run if they don't
>> > support engagement based monetization models. At least where things
>> > stand today, not many starting out dare not to have an engagement
>> > angle to their monetization model. That's my perception anyways, hope
>> > this helps.
>>
>> > On Dec 11, 11:14 am, Xavier  wrote:
>>
>> > > Hi,
>>
>> > > Imagine an app distributed outside the Google Market, so no
>> > > restrictions for that. What possibilities do I have to integrate some
>> > > method of payments inside it? (Paypal is not an option) I guess what I
>> > > should be looking for is some kinf of API from a credit card merchant?
>>
>> > > Could someone point me on several directions I could begin look at?
>>
>> > > X.
>
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[android-developers] Re: In-App payment options

2010-12-17 Thread JP
Also check out Rovio. They're building their own in-app payment system
they call "Bad Piggy Bank". I read somewhere they wanted to make this
available to third parties, but that'll take them some time to take
the market I'm sure.

On Dec 16, 7:47 am, Xavier  wrote:
> Thanks JP, never heard of them before, I will take a look. The Android
> integrations looks pretty good.
>
> On 13 dic, 02:29, JP  wrote:
>
> > There's probably a few options, including these guys:http://www.boku.com/
> > I ran into one of their staff a couple of weeks ago and asked what
> > their position on distributing in-app payment based apps in Android
> > Market was. That that was walking a thin line was acknowledged but
> > basically they consider it OK to distributebokuin-app-payment based
> > apps in Android Market. I am not so sure if that holds, but OTOH
> > Android Market might be losing out in the long run if they don't
> > support engagement based monetization models. At least where things
> > stand today, not many starting out dare not to have an engagement
> > angle to their monetization model. That's my perception anyways, hope
> > this helps.
>
> > On Dec 11, 11:14 am, Xavier  wrote:
>
> > > Hi,
>
> > > Imagine an app distributed outside the Google Market, so no
> > > restrictions for that. What possibilities do I have to integrate some
> > > method of payments inside it? (Paypal is not an option) I guess what I
> > > should be looking for is some kinf of API from a credit card merchant?
>
> > > Could someone point me on several directions I could begin look at?
>
> > > X.

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[android-developers] Re: In-App payment options

2010-12-16 Thread Xavier
Thanks JP, never heard of them before, I will take a look. The Android
integrations looks pretty good.

On 13 dic, 02:29, JP  wrote:
> There's probably a few options, including these guys:http://www.boku.com/
> I ran into one of their staff a couple of weeks ago and asked what
> their position on distributing in-app payment based apps in Android
> Market was. That that was walking a thin line was acknowledged but
> basically they consider it OK to distribute boku in-app-payment based
> apps in Android Market. I am not so sure if that holds, but OTOH
> Android Market might be losing out in the long run if they don't
> support engagement based monetization models. At least where things
> stand today, not many starting out dare not to have an engagement
> angle to their monetization model. That's my perception anyways, hope
> this helps.
>
> On Dec 11, 11:14 am, Xavier  wrote:
>
>
>
>
>
>
>
> > Hi,
>
> > Imagine an app distributed outside the Google Market, so no
> > restrictions for that. What possibilities do I have to integrate some
> > method of payments inside it? (Paypal is not an option) I guess what I
> > should be looking for is some kinf of API from a credit card merchant?
>
> > Could someone point me on several directions I could begin look at?
>
> > X.

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[android-developers] Re: In-App payment options

2010-12-12 Thread JP
There's probably a few options, including these guys:
http://www.boku.com/
I ran into one of their staff a couple of weeks ago and asked what
their position on distributing in-app payment based apps in Android
Market was. That that was walking a thin line was acknowledged but
basically they consider it OK to distribute boku in-app-payment based
apps in Android Market. I am not so sure if that holds, but OTOH
Android Market might be losing out in the long run if they don't
support engagement based monetization models. At least where things
stand today, not many starting out dare not to have an engagement
angle to their monetization model. That's my perception anyways, hope
this helps.


On Dec 11, 11:14 am, Xavier  wrote:
> Hi,
>
> Imagine an app distributed outside the Google Market, so no
> restrictions for that. What possibilities do I have to integrate some
> method of payments inside it? (Paypal is not an option) I guess what I
> should be looking for is some kinf of API from a credit card merchant?
>
> Could someone point me on several directions I could begin look at?
>
> X.

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[android-developers] Re: In-app payment options

2010-02-21 Thread Carlo
At this point, most of customers appear to refund based on their taste
of the app/game and just a few on the fact that it did not work on
their device (thanks to the filtering system implemented in the market
and developers bringing more stable app), so it might have not been
"trial" at the beginning but now really sounds like a trial experience
to me;)


On Feb 20, 4:15 am, DB  wrote:
> One benefit is that people would get to try your app... I've
> downloaded and paid for tens of apps from Android Market and had no
> idea that you could get a 24 hour version of any paid app for
> free.  :)
>
> On Feb 19, 10:32 am, Carlo  wrote:
>
>
>
> > can somebody explain the benefit of a lite version in a market where
> > there is 24h trial of the full version for everybody ?
>
> > On Feb 19, 11:19 pm, Mark Murphy  wrote:
>
> > > Carl Whalley wrote:
> > > > Instead of having 2 versions on the market for apps, one lite (free)
> > > > and one paid, is it possible to have just the lite one but offer a
> > > > payment page in the app which upgraded it once the payment is
> > > > received?
>
> > > If you can find a way to do that while staying within the bounds of the
> > > Android Market Developer Distribution Agreement, yes.
>
> > > It's those pesky agreement terms that have been the issue to date when
> > > this topic has come up.
>
> > > IANALNDIPOOTV (I am not a lawyer, nor do I play one on TV), TINLA (this
> > > is not legal advice), and so forth...but my personal interpretation is
> > > that the only way you could do in-app payments under the Agreement is if
> > > Google offers that feature, the way Apple does.
>
> > > You're certainly welcome to distribute the app outside of the Market, in
> > > which case you will have fewer impediments to your model.
>
> > > And, you are certainly welcome to seek qualified legal counsel and try
> > > to come up with some other loophole.
>
> > > --
> > > Mark Murphy (a Commons 
> > > Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> > > _Android Programming Tutorials_ Version 1.0 In Print!- Hide quoted text -
>
> > - Show quoted text -

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[android-developers] Re: In-app payment options

2010-02-21 Thread DB
One benefit is that people would get to try your app... I've
downloaded and paid for tens of apps from Android Market and had no
idea that you could get a 24 hour version of any paid app for
free.  :)




On Feb 19, 10:32 am, Carlo  wrote:
> can somebody explain the benefit of a lite version in a market where
> there is 24h trial of the full version for everybody ?
>
> On Feb 19, 11:19 pm, Mark Murphy  wrote:
>
>
>
> > Carl Whalley wrote:
> > > Instead of having 2 versions on the market for apps, one lite (free)
> > > and one paid, is it possible to have just the lite one but offer a
> > > payment page in the app which upgraded it once the payment is
> > > received?
>
> > If you can find a way to do that while staying within the bounds of the
> > Android Market Developer Distribution Agreement, yes.
>
> > It's those pesky agreement terms that have been the issue to date when
> > this topic has come up.
>
> > IANALNDIPOOTV (I am not a lawyer, nor do I play one on TV), TINLA (this
> > is not legal advice), and so forth...but my personal interpretation is
> > that the only way you could do in-app payments under the Agreement is if
> > Google offers that feature, the way Apple does.
>
> > You're certainly welcome to distribute the app outside of the Market, in
> > which case you will have fewer impediments to your model.
>
> > And, you are certainly welcome to seek qualified legal counsel and try
> > to come up with some other loophole.
>
> > --
> > Mark Murphy (a Commons 
> > Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> > _Android Programming Tutorials_ Version 1.0 In Print!- Hide quoted text -
>
> - Show quoted text -

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[android-developers] Re: In-app payment options

2010-02-19 Thread dadical
This is a nice summary Bob.

I've learned a lot about the Android Market over the last few months,
and I'm a big fan of the Lite/Pro approach to rolling out an app for a
couple of reasons.

1. Feedback.  Users are more forgiving of beta-quality and rough edges
in a free Lite version.  Use this good will to explore your
application's features and to build good will.  Be responsive to your
Lite users and do frequent releases to incorporate new features.

2.  Springboard for Pro Version. Lite applications are a great
marketing tool in-and-of themselves.  I think the following steps make
a good Lite/Pro mix.
  - Market the snot out of the Lite version.  Get it reviewed, get it
discussed on the forums, and get it downloaded as much as possible.
  - Be patient.  You've got to build a good Lite user base because the
Lite version is your springboard into success with the Pro version.
You will need to wait until you have a substantial user base for the
Lite version (I waited until I had 30,000 downloads) before you
release your Pro version.
  - Add key features to Pro.  The Pro version should add high-value
features for which users showed interest in the Lite version.
  - Provide an upgrade route.  When your pro version is ready, add an
"Upgrade to Pro" option in the Lite version.  This will give you the
ability to "harvest" your Lite user base.

The effect of this approach has been truly fascinating to me.  I saw
an initial surge of movement from Lite to Pro.  My most loyal users of
Lite were happy to support my efforts, and consequently were also
likely to leave the Pro version installed since they were already
convinced with the Lite version.  This has the effect of stacking the
market stats in your favor, and I've seen my Pro version move up very
quickly to the top ten in its category, and top 25 overall.  Once that
happens life gets a lot easier for an app...


On Feb 19, 2:18 pm, Bob Kerns  wrote:
> The 24h trial isn't so much for trial usage as it is to give people
> courage to make that download, knowing that they might not like it
> once they get to see it, or it might not even work.
>
> And at the typical price point, you do NOT want to have to support
> customers who aren't happy (and won't be happy) with your product.
> You want them to just move along. Hopefully without griping on the
> comments page for your app!
>
> Especially since the space for descriptions in the Marketplace is SO
> INCREDIBLY LAME. It's a poor channel to communicate what your app
> does, so people who SHOULD buy it won't, and people who SHOULDN'T buy
> it, will.
>
> Apple's store is roughly 2x as good.
>
> And while some use a "lite" version to give a taste, others use it to
> provide a full-featured version, but supported by advertising. And
> others use a hybrid model -- advertising and limited features --
> generally with the lite version having enough features to satisfy most
> users, but for ones who seriously use your app, and need more
> features, you give them an upgrade path, and for those disliking ads,
> you give them an alternative, too.
>
> Still others, on each release of their paid version, make the prior
> feature set available as their free version. So you get new features,
> either way, you just get them sooner if you pay. (This is a less
> common model, but I think it's a valid model, and suitable in some
> circumstances).
>
> Lite versions give you more customers, from whom you can learn more
> about what features people would like and what what they might pay
> for.
>
> The wealth of free apps of all descriptions, including lite versions,
> adds to the richness of the platform, and helps to expand the market
> for all of us.
>
> It sounds to me like what you want is a "time limited trial version",
> rather than a lite version. What you can do, instead of an in-app
> upgrade, is to simply provide an in-app link to your full paid app in
> the market place. Make it available at any time, and make it the only
> option when the trial is expired. The user experience would be
> similar, but Google and their carrier partners get their 30% cut, and
> you stay within the agreement.
>
> Don't sweat the 2x listings issue. The Marketplace is pretty much
> oriented around it, separating "free apps" and "paid apps" at every
> opportunity. I'm not that happy with how they do it -- it's a pain, as
> a user, and it doesn't do anything to inform users about a paid or
> free alternative to the one they're looking at. But it's not your
> issue. If you HAVE a free/paid model, or a demo/paid model, just be
> sure to mention that in your description! You don't want people to
> write off your paid app, because they didn't know they could get a
> demo first.
>
> On Feb 19, 11:00 am, Carlo  wrote:
>
> > about games, if the "more than 24h" is needed i can understand that a
> > light version is certainly needed , however 99% of the lite version on
> > the markets seems to be a "lighted" version of the paid version (with
> > less features

[android-developers] Re: In-app payment options

2010-02-19 Thread Carlo
> Especially since the space for descriptions in the Marketplace is SO
> INCREDIBLY LAME.

I agree, and specially that we have no extra spaces to list the new
features during the update

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[android-developers] Re: In-app payment options

2010-02-19 Thread Bob Kerns
We shouldn't even be calling a 24h trial. Google doesn't call it that,
and it's NOT that. It's a 24h refund policy. It's a buyer security
policy, and NOT A TRIAL POLICY.

We have to nip that meme in the bud. It's a bad way to think of it for
both developers AND for users.

If you want a 24-hour demo app CREATE A 24H DEMO APP. Yup, that means
you have two apps, and yup, there are drawbacks.

But it does put you in control of when to release updates, and how
often people get to try. Generally, they get 24-hours (or whatever
time you choose) recorded for a particular version. New version, new
clock.

For a game, I'd suggest making the timer based on play time, rather
than clock or calendar time.

This 24-hour refund thing is just a (welcome) security blanket for
users, and not a marketing tool for we developers.

On Feb 19, 11:15 am, TreKing  wrote:
> On Fri, Feb 19, 2010 at 1:00 PM, Carlo  wrote:
> > I thought the 24H trial was installed, in the first
> > place, for that exact reason :)
>
> Yeah, but the problem with this is that the 24 trial is one-time thing per
> app for the lifetime of the app. Most apps are under development and would
> theoretically see continued improvements / new features over its lifetime so
> the one-time trial would not give you any idea about the potential of the
> app in the future. If Market allowed a 24-trial per app PER VERSION then
> this would be another story so people could try out each version of your app
> as it gets released to see if they're ready to purchase, but it does not.
>
> --- 
> --
> TreKing - Chicago transit tracking app for Android-powered 
> deviceshttp://sites.google.com/site/rezmobileapps/treking

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[android-developers] Re: In-app payment options

2010-02-19 Thread Bob Kerns
The 24h trial isn't so much for trial usage as it is to give people
courage to make that download, knowing that they might not like it
once they get to see it, or it might not even work.

And at the typical price point, you do NOT want to have to support
customers who aren't happy (and won't be happy) with your product.
You want them to just move along. Hopefully without griping on the
comments page for your app!

Especially since the space for descriptions in the Marketplace is SO
INCREDIBLY LAME. It's a poor channel to communicate what your app
does, so people who SHOULD buy it won't, and people who SHOULDN'T buy
it, will.

Apple's store is roughly 2x as good.

And while some use a "lite" version to give a taste, others use it to
provide a full-featured version, but supported by advertising. And
others use a hybrid model -- advertising and limited features --
generally with the lite version having enough features to satisfy most
users, but for ones who seriously use your app, and need more
features, you give them an upgrade path, and for those disliking ads,
you give them an alternative, too.

Still others, on each release of their paid version, make the prior
feature set available as their free version. So you get new features,
either way, you just get them sooner if you pay. (This is a less
common model, but I think it's a valid model, and suitable in some
circumstances).

Lite versions give you more customers, from whom you can learn more
about what features people would like and what what they might pay
for.

The wealth of free apps of all descriptions, including lite versions,
adds to the richness of the platform, and helps to expand the market
for all of us.

It sounds to me like what you want is a "time limited trial version",
rather than a lite version. What you can do, instead of an in-app
upgrade, is to simply provide an in-app link to your full paid app in
the market place. Make it available at any time, and make it the only
option when the trial is expired. The user experience would be
similar, but Google and their carrier partners get their 30% cut, and
you stay within the agreement.

Don't sweat the 2x listings issue. The Marketplace is pretty much
oriented around it, separating "free apps" and "paid apps" at every
opportunity. I'm not that happy with how they do it -- it's a pain, as
a user, and it doesn't do anything to inform users about a paid or
free alternative to the one they're looking at. But it's not your
issue. If you HAVE a free/paid model, or a demo/paid model, just be
sure to mention that in your description! You don't want people to
write off your paid app, because they didn't know they could get a
demo first.

On Feb 19, 11:00 am, Carlo  wrote:
> about games, if the "more than 24h" is needed i can understand that a
> light version is certainly needed , however 99% of the lite version on
> the markets seems to be a "lighted" version of the paid version (with
> less features) and so customer should better have the taste of the
> real full version, ...i am just concerned about the 2x listing and the
> flood of the market with multiple listing (look at the iphone appstore
> for example), I thought the 24H trial was installed, in the first
> place, for that exact reason :)
>
> On Feb 20, 2:30 am, Angel Cruz  wrote:
>
>
>
> > Wouldn't the paid version have more features than a free one?  The free one
> > should be fully functional, but is more of an appetizer for main course (the
> > paid version).
>
> > Also, as the paid version ages and is being retired, some turn them into
> > free version eventually.
>
> > On Fri, Feb 19, 2010 at 9:12 AM, TreKing  wrote:
> > > On Fri, Feb 19, 2010 at 9:32 AM, Carlo  wrote:
>
> > >> can somebody explain the benefit of a lite version in a market where
> > >> there is 24h trial of the full version for everybody ?
>
> > > A free version is a good marketing strategy to getting users to your paid
> > > app.
>
> > > Suppose you only had the paid app, which you are actively working on. A
> > > user tries it out and uses up there one 24 trial. It doesn't quite have 
> > > the
> > > features they want so they refund. Now your app is lost to them with no 
> > > way
> > > of knowing that you're improving it. Maybe they come across it again in 
> > > the
> > > just in list out of dumb luck and see that it's been updated. But now if
> > > they buy it there's no going back - no more refunds. Most people will
> > > probably not risk getting stuck with your app if they didn't like it the
> > > first time, so they'll pass and you lose out potential sales.
>
> > > However, if you have a free version, even if it's not quite what the user
> > > wants, they'll probably keep it since it's free. As you add features to 
> > > your
> > > paid app, you update your free version as well to fix issues, add some 
> > > basic
> > > features, and let the free-version users know what they get if they get 
> > > the
> > > paid version. Now those that have the free version know 

Re: [android-developers] Re: In-app payment options

2010-02-19 Thread TreKing
On Fri, Feb 19, 2010 at 1:00 PM, Carlo  wrote:

> I thought the 24H trial was installed, in the first
> place, for that exact reason :)
>

Yeah, but the problem with this is that the 24 trial is one-time thing per
app for the lifetime of the app. Most apps are under development and would
theoretically see continued improvements / new features over its lifetime so
the one-time trial would not give you any idea about the potential of the
app in the future. If Market allowed a 24-trial per app PER VERSION then
this would be another story so people could try out each version of your app
as it gets released to see if they're ready to purchase, but it does not.

-
TreKing - Chicago transit tracking app for Android-powered devices
http://sites.google.com/site/rezmobileapps/treking

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[android-developers] Re: In-app payment options

2010-02-19 Thread Carlo
about games, if the "more than 24h" is needed i can understand that a
light version is certainly needed , however 99% of the lite version on
the markets seems to be a "lighted" version of the paid version (with
less features) and so customer should better have the taste of the
real full version, ...i am just concerned about the 2x listing and the
flood of the market with multiple listing (look at the iphone appstore
for example), I thought the 24H trial was installed, in the first
place, for that exact reason :)

On Feb 20, 2:30 am, Angel Cruz  wrote:
> Wouldn't the paid version have more features than a free one?  The free one
> should be fully functional, but is more of an appetizer for main course (the
> paid version).
>
> Also, as the paid version ages and is being retired, some turn them into
> free version eventually.
>
>
>
> On Fri, Feb 19, 2010 at 9:12 AM, TreKing  wrote:
> > On Fri, Feb 19, 2010 at 9:32 AM, Carlo  wrote:
>
> >> can somebody explain the benefit of a lite version in a market where
> >> there is 24h trial of the full version for everybody ?
>
> > A free version is a good marketing strategy to getting users to your paid
> > app.
>
> > Suppose you only had the paid app, which you are actively working on. A
> > user tries it out and uses up there one 24 trial. It doesn't quite have the
> > features they want so they refund. Now your app is lost to them with no way
> > of knowing that you're improving it. Maybe they come across it again in the
> > just in list out of dumb luck and see that it's been updated. But now if
> > they buy it there's no going back - no more refunds. Most people will
> > probably not risk getting stuck with your app if they didn't like it the
> > first time, so they'll pass and you lose out potential sales.
>
> > However, if you have a free version, even if it's not quite what the user
> > wants, they'll probably keep it since it's free. As you add features to your
> > paid app, you update your free version as well to fix issues, add some basic
> > features, and let the free-version users know what they get if they get the
> > paid version. Now those that have the free version know that a new version
> > of you paid app is available and what they're getting for their money so
> > they are more confident about buying and probably won't refund.
>
> > Essentially, you can use a free version to create a user base of potential
> > sales.
>
> > --- 
> > --
> > TreKing - Chicago transit tracking app for Android-powered devices
> >http://sites.google.com/site/rezmobileapps/treking
>
> > --
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Re: [android-developers] Re: In-app payment options

2010-02-19 Thread TreKing
On Fri, Feb 19, 2010 at 11:30 AM, Angel Cruz  wrote:

> Wouldn't the paid version have more features than a free one?
>

Yes ... I don't think I said otherwise ... the free version would have
limited features but also let the user know what they can get from the full
version.


> The free one should be fully functional, but is more of an appetizer for
> main course (the paid version).
>

Right ... that's the point ...


> Also, as the paid version ages and is being retired, some turn them into
> free version eventually.
>

What?

-
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http://sites.google.com/site/rezmobileapps/treking

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Re: [android-developers] Re: In-app payment options

2010-02-19 Thread Angel Cruz
Wouldn't the paid version have more features than a free one?  The free one
should be fully functional, but is more of an appetizer for main course (the
paid version).

Also, as the paid version ages and is being retired, some turn them into
free version eventually.


On Fri, Feb 19, 2010 at 9:12 AM, TreKing  wrote:

> On Fri, Feb 19, 2010 at 9:32 AM, Carlo  wrote:
>
>> can somebody explain the benefit of a lite version in a market where
>> there is 24h trial of the full version for everybody ?
>>
>
> A free version is a good marketing strategy to getting users to your paid
> app.
>
> Suppose you only had the paid app, which you are actively working on. A
> user tries it out and uses up there one 24 trial. It doesn't quite have the
> features they want so they refund. Now your app is lost to them with no way
> of knowing that you're improving it. Maybe they come across it again in the
> just in list out of dumb luck and see that it's been updated. But now if
> they buy it there's no going back - no more refunds. Most people will
> probably not risk getting stuck with your app if they didn't like it the
> first time, so they'll pass and you lose out potential sales.
>
> However, if you have a free version, even if it's not quite what the user
> wants, they'll probably keep it since it's free. As you add features to your
> paid app, you update your free version as well to fix issues, add some basic
> features, and let the free-version users know what they get if they get the
> paid version. Now those that have the free version know that a new version
> of you paid app is available and what they're getting for their money so
> they are more confident about buying and probably won't refund.
>
> Essentially, you can use a free version to create a user base of potential
> sales.
>
>
> -
> TreKing - Chicago transit tracking app for Android-powered devices
> http://sites.google.com/site/rezmobileapps/treking
>
> --
> You received this message because you are subscribed to the Google
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>

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Re: [android-developers] Re: In-app payment options

2010-02-19 Thread TreKing
On Fri, Feb 19, 2010 at 9:32 AM, Carlo  wrote:

> can somebody explain the benefit of a lite version in a market where
> there is 24h trial of the full version for everybody ?
>

A free version is a good marketing strategy to getting users to your paid
app.

Suppose you only had the paid app, which you are actively working on. A user
tries it out and uses up there one 24 trial. It doesn't quite have the
features they want so they refund. Now your app is lost to them with no way
of knowing that you're improving it. Maybe they come across it again in the
just in list out of dumb luck and see that it's been updated. But now if
they buy it there's no going back - no more refunds. Most people will
probably not risk getting stuck with your app if they didn't like it the
first time, so they'll pass and you lose out potential sales.

However, if you have a free version, even if it's not quite what the user
wants, they'll probably keep it since it's free. As you add features to your
paid app, you update your free version as well to fix issues, add some basic
features, and let the free-version users know what they get if they get the
paid version. Now those that have the free version know that a new version
of you paid app is available and what they're getting for their money so
they are more confident about buying and probably won't refund.

Essentially, you can use a free version to create a user base of potential
sales.

-
TreKing - Chicago transit tracking app for Android-powered devices
http://sites.google.com/site/rezmobileapps/treking

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Re: [android-developers] Re: In-app payment options

2010-02-19 Thread Sean Hodges
On Fri, Feb 19, 2010 at 3:32 PM, Carlo  wrote:
> can somebody explain the benefit of a lite version in a market where
> there is 24h trial of the full version for everybody ?
>

Some products require a longer trial period than 24 hours.

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[android-developers] Re: In-app payment options

2010-02-19 Thread Carlo
can somebody explain the benefit of a lite version in a market where
there is 24h trial of the full version for everybody ?

On Feb 19, 11:19 pm, Mark Murphy  wrote:
> Carl Whalley wrote:
> > Instead of having 2 versions on the market for apps, one lite (free)
> > and one paid, is it possible to have just the lite one but offer a
> > payment page in the app which upgraded it once the payment is
> > received?
>
> If you can find a way to do that while staying within the bounds of the
> Android Market Developer Distribution Agreement, yes.
>
> It's those pesky agreement terms that have been the issue to date when
> this topic has come up.
>
> IANALNDIPOOTV (I am not a lawyer, nor do I play one on TV), TINLA (this
> is not legal advice), and so forth...but my personal interpretation is
> that the only way you could do in-app payments under the Agreement is if
> Google offers that feature, the way Apple does.
>
> You're certainly welcome to distribute the app outside of the Market, in
> which case you will have fewer impediments to your model.
>
> And, you are certainly welcome to seek qualified legal counsel and try
> to come up with some other loophole.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> _Android Programming Tutorials_ Version 1.0 In Print!

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