Free, Lite or Pay: The App Store Pricing Dilemma
As I think about a price for my new app the question I keep struggling with is just how exactly does pricing affect user buying patterns. Apple’s frictionless purchasing process, where the vast majority of app store users already have a credit card on file, allows for painless one quick purchasing and has quickly made $1 dollar the new free. The question becomes though, where is it that the user begins to think twice? $2, $3 or maybe $5? From my point of view there seem to be 5 major types of application in the App store right now that make embody the current pricing trends:
- “Crapware” – cheap to make in terms of time and resources. Targeted by both experienced and inexperienced developers. Business model is either ad supported or sell for $0.99.
- Full fledged apps by amateur developers – more elaborate design and execution by part time developers. Attempting to create a full game experience with iShoot and Trism being good examples. Business model is pay model with prices between the $1 and $5 range.
- Full apps by funded start-ups – professional developers focused on higher quality games. Here we have iBowl by the Social Gaming Network for example. Quality of applications is high, business model is anything under the sun (to see one of the more creative examples check out Toy Bot’s $10k giveaway marketing strategy)
- Professionally produced games – major studios like Sega or EA using teams of developers to leverage the iPhone platform. Business model is selling games for $5+, probably closer to $10. A good example is Spore. Read more…
