Free-to-play (freemium) and apps using in-app purchases may be taking the App Store by storm. But there are many reasons you may want to consider a paid app, especially because being paid and having in-app purchases are most definitely not mutually exclusive.
As such, you should be aware of some of the warning signs. According to 2010 research by Flurry/Pinch Media (and from just reading forum threads by developers such as on iphonedevsdk.com), the App Store is extremely top-heavy with regard to number of downloads of paid apps and the revenue generated. For example, this study revealed that the number of downloads in the top 10 percent of popular apps was roughly eight times that of the number of downloads in the top 20 percent. By the time you got to the 50th percentile (average app popularity), you were looking at 70 times less downloads than those in the top 10 percent, and 2.5 times less than those in the top 20 percent.
What does this mean for developers? Unless you aim for at least the top 20 percent of popular paid apps (not including in-app purchases), or you have other methods to filter users to your app (such as other apps on this or other platforms), your chances of sustained revenue are significantly reduced. The good news is that this study and others like it do not take into account in-app purchases, downloads of associated lite versions, or their conversion rates.
Essentially, there are a number of ways to mitigate low sales and increase the chance that your paid app will be able to maintain steady, profitable revenue. After all, should the rather well-known statistic that 80 percent of all small businesses fail within the first five years be a deterrent to a new business owner? The answer, of course, is “no” — as long as the business owner has a good plan and can separate from the norm. How to do that is what this chapter is all about.
It may have caught your attention that the title of this chapter implies a difference between paid and premium apps. While some believe a paid app is a paid app, and would even substitute “premium” as a synonym, there are, in fact, two main ways of going about making successful paid apps. The inexpensive paid apps and the considerations involved are different from the premium high-priced apps and what's needed to support them at that higher price point.
For the purpose of illustration, this book refers to the two types of paid apps as follows:
These price thresholds change over time, are mostly determined by numbers of downloads or particular niche, and are mostly subjective. But what really matters is the way they're built, which is to fit certain expectations. Though, on the surface, it may appear that the difference is just price, it's a bit more complicated than that, and knowing what to deliver at these two rather subjective (yet distinct) price points can be called the paid app mentality. This is discussed later in this chapter in the section, “How to Succeed with Paid Apps.”
Figure 8-1 compares initial price point justifiability between entertainment apps versus apps that have some usefulness or practicality in helping you advance in everyday life. In other words, are you using the app to be temporarily entertained until its value is depleted, then move on, or are you using an app to get things done to help you be more efficient, achieve more, or learn?
As you can probably guess, apps that focus on the latter can fetch much higher initial prices on average, which is why games (though valuable for escapism) generally are at the rock bottom in terms of initial price. The devious developer catch, of course, is that these same low-priced entertainment options can also fetch huge per-transaction in-app purchases because, once you become invested in the world/character, they are actually helping you to more quickly “achieve” a practical something in-game via your character.
In the end, you see a game like “Smurfs' Village” (an entertainment-only app, or, specifically a casual freemium model) sitting at or near the top of the iPhone and iPad charts for top-grossing apps for quite some time.
Let's now consider the following business reasons for why you might want to build a non-premium priced app:
Now, following are a few main reasons that may give you some pause when considering whether to create a non-premium paid app:
None of the negative reasons for creating a non-premium app are meant to deter, just to give you reason to carefully consider whether to go paid at all or free. There is no right answer, and it all depends on what you're offering, compared to the potential demand and existing competition.
Let's now look at factors to consider for premium apps, which, according to the rough guidelines presented earlier and the most current info from 148apps.biz, account for anywhere from 10 to 15 percent of all active apps.
Making the decision on whether to create a premium app is something you'll want to do as soon as possible, because there are clear expectations as to what a premium app is expected to provide. Here are some of the main business reasons for choosing to do a premium app:
If you're not solidly delivering on one of the first three previous points, you should strongly consider a different price point.
Let's briefly move on to potential risks and rewards before diving into what to include in your next paid or premium app.
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