What is the best price to charge for an app?

by admin.androidsl...@googlemail.com » Sat, 21 Mar 2009 00:22:43 GMT


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 I know different apps have different levels of functionality etc. but
clearly some pricepoints do not sell - with the exception of aHome,
not many things to sell at say $5+.

So I would consider either $1 or $2 (or UK equivalents) as the most
popular price points.

But which is best for maximising revenue?
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What is the best price to charge for an app?

by Sena Gbeckor-Kove » Sat, 21 Mar 2009 00:28:19 GMT


 We're producing business softwae and there is no way I'm goign to try  
selling it for 5GBP. We hav put too much work in. The Android version  
is goign to beta soon and we hope that a subsciption type model ala  
iPhone 3 becomes available on the market. Otherwise w will have to use  
SlideMe AndAppStore or handle it ourselves. 5GBP for infinite upgrades  
is crazy talk :)

S







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What is the best price to charge for an app?

by admin.androidsl...@googlemail.com » Sat, 21 Mar 2009 00:41:30 GMT


 People seem willing to pay less for android apps than on appstore.

I've seen good apps costing as low as $3 getting very low sales ...
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What is the best price to charge for an app?

by Stoyan Damov » Sat, 21 Mar 2009 05:11:04 GMT


 If your app is great and useful, people would buy it at almost *any* price.

Devs, what the hell's wrong with you? $1 app? If it doesn't simply
fart it can't possibly be $1 unless you suspect thousands and
thousands of sales. Think about it, if you've developed the app in 1
month, and you are "paying" yourself $3K, this means that you'll have
to reach 1,300 sales before you break even (before taxes!).

Given that a FEW apps so far have jumped over 1K sales... I'd price
any productivity app anywhere *above* $4, and a game at $5+ but that's
just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy
your hunger once, tomorrow you'll have to get another one, while the
app is still owned and used by the user.

Whatever.

Cheers

On Fri, Mar 20, 2009 at 6:22 PM, admin.androidsl...@googlemail.com



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What is the best price to charge for an app?

by Stoyan Damov » Sat, 21 Mar 2009 05:12:19 GMT


 Sorry, I meant 3,900 sales to break even. That is, if you haven't
hired/payed part time a designer or whatever.





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What is the best price to charge for an app?

by Incognito » Sat, 21 Mar 2009 05:20:55 GMT


 Agree.





If your app is great and useful, people would buy it at almost *any* price.

Devs, what the hell's wrong with you? $1 app? If it doesn't simply
fart it can't possibly be $1 unless you suspect thousands and
thousands of sales. Think about it, if you've developed the app in 1
month, and you are "paying" yourself $3K, this means that you'll have
to reach 1,300 sales before you break even (before taxes!).

Given that a FEW apps so far have jumped over 1K sales... I'd price
any productivity app anywhere *above* $4, and a game at $5+ but that's
just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy
your hunger once, tomorrow you'll have to get another one, while the
app is still owned and used by the user.

Whatever.

Cheers

On Fri, Mar 20, 2009 at 6:22 PM, admin.androidsl...@googlemail.com



I know different apps have different levels of functionality etc. but
clearly some pricepoints do not sell - with the exception of aHome,
not many things to sell at say $5+.

So I would consider either $1 or $2 (or UK equivalents) as the most
popular price points.

But which is best for maximising revenue?







      


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What is the best price to charge for an app?

by Streets Of Boston » Sat, 21 Mar 2009 09:59:39 GMT


 I sell my app for $1.
Why?:

- I have another day-job; i don't need to earn my living from it.
- I've had about 250 sales in a month. If i need to be able to survive
of it, i'd need to sell about at least $4000 monthly --> $4000 / 250 =
$16 per download. I don't think anyone would have bought it at $16. In
short, i can't make a living of it selling this app, for any price. I
think it's a great little app (hey, i wrote it :=)), but certainly no
more worth than $3. I put it at $1 to get as many downloads as
possible without making it free.





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What is the best price to charge for an app?

by Incognito » Sat, 21 Mar 2009 11:55:28 GMT


 Sell it for what you think is the true value of your app. People will buy if 
it's worth it. Otherwise you'll lose money.





I sell my app for $1.
Why?:

- I have another day-job; i don't need to earn my living from it.
- I've had about 250 sales in a month. If i need to be able to survive
of it, i'd need to sell about at least $4000 monthly --> $4000 / 250 =
$16 per download. I don't think anyone would have bought it at $16. In
short, i can't make a living of it selling this app, for any price. I
think it's a great little app (hey, i wrote it :=)), but certainly no
more worth than $3. I put it at $1 to get as many downloads as
possible without making it free.




If your app is great and useful, people would buy it at almost *any* price.

Devs, what the hell's wrong with you? $1 app? If it doesn't simply
fart it can't possibly be $1 unless you suspect thousands and
thousands of sales. Think about it, if you've developed the app in 1
month, and you are "paying" yourself $3K, this means that you'll have
to reach 1,300 sales before you break even (before taxes!).

Given that a FEW apps so far have jumped over 1K sales... I'd price
any productivity app anywhere *above* $4, and a game at $5+ but that's
just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy
your hunger once, tomorrow you'll have to get another one, while the
app is still owned and used by the user.

Whatever.

Cheers

On Fri, Mar 20, 2009 at 6:22 PM, admin.androidsl...@googlemail.com






I know different apps have different levels of functionality etc. but
clearly some pricepoints do not sell - with the exception of aHome,
not many things to sell at say $5+.

So I would consider either $1 or $2 (or UK equivalents) as the most
popular price points.

But which is best for maximising revenue?- Hide quoted text -

- Show quoted text -




      


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What is the best price to charge for an app?

by Incognito » Sat, 21 Mar 2009 12:00:47 GMT


 On that same note, if you think that it is worth $100 then sell it for that 
price.






Sell it for what you think is the true value of your app. People will buy if 
it's worth it. Otherwise you'll lose money.





I sell my app for $1.
Why?:

- I have another day-job; i don't need to earn my living from it.
- I've had about 250 sales in a month. If i need to be able to survive
of it, i'd need to sell about at least $4000 monthly --> $4000 / 250 =
$16 per download. I don't think anyone would have bought it at $16. In
short, i can't make a living of it selling this app, for any price. I
think it's a great little app (hey, i wrote it :=)), but certainly no
more worth than $3. I put it at $1 to get as many downloads as
possible without making it free.




If your app is great and useful, people would buy it at almost *any* price.

Devs, what the hell's wrong with you? $1 app? If it doesn't simply
fart it can't possibly be $1 unless you suspect thousands and
thousands of sales. Think about it, if you've developed the app in 1
month, and you are "paying" yourself $3K, this means that you'll have
to reach 1,300 sales before you break even (before taxes!).

Given that a FEW apps so far have jumped over 1K sales... I'd price
any productivity app anywhere *above* $4, and a game at $5+ but that's
just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy
your hunger once, tomorrow you'll have to get another one, while the
app is still owned and used by the user.

Whatever.

Cheers

On Fri, Mar 20, 2009 at 6:22 PM, admin.androidsl...@googlemail.com






I know different apps have different levels of functionality etc. but
clearly some pricepoints do not sell - with the exception of aHome,
not many things to sell at say $5+.

So I would consider either $1 or $2 (or UK equivalents) as the most
popular price points.

But which is best for maximising revenue?- Hide quoted text -

- Show quoted text -











      


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What is the best price to charge for an app?

by gfindster » Sat, 21 Mar 2009 15:19:20 GMT


 I would consider the following for pricing the app from recovering
your cost within an expected time frame:
- How much time and resources you put into developing the application
- Does it have a server component, (like my GFindster app which has a
server cost for maintenance and support)
- Within how much time do you want to recover you cost and maybe with
some profit.

Once you have all that, I think you can price it to cover your cost.
However, this does not guarantee return on your investment but I think
its a good starting point.







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What is the best price to charge for an app?

by Chris Greening » Sun, 22 Mar 2009 09:07:11 GMT


 The majority of apps on the appstore are priced at $1-$3

Anything higher than that is seen as expensive.

On 20 Mar, 16:41, "admin.androidsl...@googlemail.com"


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What is the best price to charge for an app?

by Chris Greening » Sun, 22 Mar 2009 09:10:35 GMT


 If you don't have iTunes then you can see all the site sorted by
popularity on the app store using this website:

 http://mobclix.com/appstore/1/app/-allcats/0/rank/page/1 


On 20 Mar, 16:41, "admin.androidsl...@googlemail.com"


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What is the best price to charge for an app?

by MrChaz » Mon, 23 Mar 2009 08:06:32 GMT


 There will always be a split between developers using the store as a
primary revenue stream and those who are using it as a supplement.

The trouble is those who are using it as a supplement can price their
applications at a level which makes it hard for others to compete.  On
top of that is the expectation of free applications from the
association with open-source projects.

For me, I price things at a level which I think is fair.  I'm not
going to recoup my costs but that, for me, is not the point.

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What is the best price to charge for an app?

by Tote » Mon, 23 Mar 2009 17:33:30 GMT


 You might be interested in my post titled "The $1 business model".

 http://mobile-thoughts.blogspot.com/2009/03/1-business-model.html 



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