Thursday, November 1, 2012

The value of purchases in-app / In-App Purchases

punc quest El valor de las Compras in app / In app Purchases

Punch Quest is the latest title game developer Rocketcat. This developer gives the game completely free and is experimenting to get income with the option of in-app-purchase, ie the in-game purchase.

Are you spending money on people in-app purchases

On The Verge speak of the game and what his experiment failed. Apparently the game already has over 600,000 downloads but have barely managed to overcome a five-figure income and counted as revenues plummet application around a week after its launch. This means that during the first days the expectation is great and people spend money but as time passes it falls into oblivion and this in the best case.

This game has been designed from the first minute with the intention of generating revenue through in-app-purchase, so it seems that if you are not giving the expected result is that something is wrong. The hard part is figuring out what.

Graham Spencer once wrote that people are more likely to pay for new options or "tangible". That is, people prefer to pay by increasing the number of levels or add new game modes, rather than pay to get a new skill, a weapon or just virtual money to buy these things in games. If purchased new levels or game modes, people have a reason to return to the game, while the other is nothing new, there is nothing going for it and people are not willing to pay for it.

Meanwhile, Loren Bricther of Letterpress believes that the application is not successful due to lack of optimazación in-app-purchase. He says that the distribution of the application for free is an illusion to attract more downloads, but these people are not really willing to pay.

punch quest in app El valor de las Compras in app / In app Purchases

In short, people want to feel like you are buying something when you make a purchase in-app-purchase and not feel you're wasting money. Developers should think about it.

We could make an example application iThoughts HD. The app sells for $ 9.99 and it can be expanded through purchases in-app-purchase. What their developers is to offer the owner of a license, the ability to buy new functional before officially arriving to the application. That is, the functionality will come as an upgrade to all who have the application, but if the customer wants to have it before you can pay for it and not have to wait until the official release of the update.

Having succeeded in creating an application based on in-app-purchase is very difficult. You have to offer something that people are willing to pay for it and, perhaps most importantly, something that people will pay periodically, otherwise there will come a time when revenues plummet and have to "close the stall "for lack of benefits or at least income.

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