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When the price of an app is a dollar, it doesn't seem like there's a whole lot of risk. If the game sucks, ah well, you're only out a dollar. For more expensive
by jamesaguilar 16y ago
When the price of an app is a dollar, it doesn't seem like there's a whole lot of risk. If the game sucks, ah well, you're only out a dollar. For more expensive apps it's possible there will be some more risk, but I find that I typically don't know the true value of an expensive app until I have been using it for some time.
I think it would have been interesting if they had made the refund available (1 hour * ceil(price in dollars)) from the time of purchase, but realistically I think the simple solution is sufficient.
- zitterbewegung 16y agoImplementing 1 hour * ceil(price in dollars) would be much harder since you would have to have a time value for each app. I imagine this might be a nightmare or at least a nontrivial thing to do.
- jamesaguilar 16y agoTracking one additional dependent attribute per app and checking it during the refund flow would be non-trivial? I can't see why.
- smashing 16y agoI would respectfully disagree. I believe that basically customers are cheap, and the lower the price needed to purchase, the cheaper customers will behave, resulting in a higher incidents of refund requests. Of course, I write this without having at my disposal neither any empirical evidence to back me up nor to the contrary of my position.