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The problem is that the difference between $2 and $1 is not the same as the difference between $1 and $0 (i.e. free). Humans are not rational in this way, and t
by terhechte 13y ago
The problem is that the difference between $2 and $1 is not the same as the difference between $1 and $0 (i.e. free). Humans are not rational in this way, and the abundance of free apps kills it for everybody else in the market. If one company would start giving away really awful-quality chocolate (or any product) for free in every supermarket, the chocolate prices & industry would crash.
Dan Arielly did a couple of interesting experiments on this. He had people paying for products in a cashier line (i.e. people who had their wallet out anyway) choose between two really good offers: Hershey chocolate for $0.10 and Lind chocolate for $0.20 (or something like that, I forgot the detailed numbers, it may have been $1/$2 or $0.5/$1). In that case, most people choose the more expensive Lind chocolate as it was clearly the superior product (i.e. higher quality).
When he repeated the experiment with $0.10 for the Lind and $0.0 (i.e. Free) for the Hershey's, the game changed. Everybody took the Hersheys. Even though the pricing didn't really change, they only both became cheaper, by the same amount.
The verdict, really, is that if there's something free around, we go nuts and quality doesn't matter much anymore, because it is free.
If free apps, on the app store, would be at least $0.50, or even $0.10, I think it would totally change the game. (I.e. if Apple would change the Free Tier).
But as it is right now, I think the downward spiral will continue. The only way out is to create a high quality superior product (many features, etc) with a high price tag and hope that you get enough customers to survive. That also should lead to less support load.
- ronaldx 13y agoThis Ariely experiment is unconvincing because it's quoted with percentages. Are the free customers switching down from the luxury product, or are they new customers who otherwise would have gone for neither option? The percentages withhold that information.
- bigfudge 13y agoI think the only way out is to allow demo apps. I find it really hard to justify $10 or $20 on an app which may or may not fit into my workflow. That's on top of the problem of determining whether something is of reasonable quality (i.e. even does what it claims) from a few screenshots and likely-gamed reviews. The problem gets worse the more complex the app... Yes, reviewer A might find it useful because some subset of the features work OK for them, but perhaps I just want one specific feature which they don't care about? Without a demo I'm left with the size of the community around and app, and a general 'buzz', both of which make it harder to enter the market at all.
- chrismonsanto 13y agoWhat about giving away the first version of the application, and charging only for upgrades? This way the user has a chance to integrate the application into their life before you ask them for money. Nobody likes shareware--if you have an explicit time limit then people won't feel comfortable with making that app 'apart of them'. I think pricing like this could work well for open source applications too. I see people now putting up donation suggestions with the download (see elementaryos for an example[0]). The problem is I am not going to pay for something that I have never used before. However, if I like the application, payment is easy, and the pricing is reasonable, the warm and fuzzy feeling of helping a community project that is apart of my workflow would probably be worth the money. [0] http://elementaryos.org/ http://elementaryos.org/
- digitalengineer 13y agoOr instead of a demo, a good preview film showing how the app works. (Like Apple does on it's website, http://www.apple.com/ios/design/ http://www.apple.com/ios/design/ (scroll down). Enough already with the static PNG files.
- rbritton 13y agoReviews are very, very tricky in my experience. A few things I have noticed on my own app: 1. Any negative review hurts. It doesn't matter if it's a legitimate negative review, someone you're pretty sure isn't even referencing your product in the review, or a positive review where they thought 1 star meant great rather than 5 stars. 2. One negative review hurts worse than zero reviews. One or more negative reviews will consistenly drop my daily sales by around 30%. 3. People will almost never read beyond the current reviews. Those that do will ignore the date the review was posted, and often the top reviews shown are from years prior in the All Versions tab. Apparently Apple knew this too because that tab no longer shows the date on the iPad/iPhone App Store apps (iTunes still shows it). 4. Gaming the review system by submitting a new version works. This clears the reviews from the default tab (Current Version) and is the only way to "remove" abusive reviews. Flagging a reviews does absolutely nothing.
- simonh 13y agoOh boy are you looking at this wrong. Only someone from a western country with a middle class wage could so utterly fail to distinguish between a choice between two costs in resources to a choice between a cost of resources and one of no resources. Think of this another way. How many chocolates can you afford at a cost of $0.20 each? How many can you afford at a cost of $0.10 each? Now, how many can you afford at a cost of $0.00 each? The experiment artificially avoids this by manufacturing a situation in which purchasers only had a one-time choice, but the purchasers didn't necessarily know it was a on-time deal. For all they know, they may be faced with the same choice every time they go back to that store, even if it was advertised as a one-time deal. We get on-time offers pushed at us all the time these days. So, is a marginal decrease in cost of $0.10 equivalent in both circumstances? Of course not. A cost in resources is always a cost. A cost of no resources is not a cost at all. Comparing two different costs is completely different to comparing a cost with no cost at all. To understand this, instead of adding costs together over a few transactions, try multiplying them by many decisions instead and you'll see that multiplying by zero has some very special advantages when it comes to resource preservation. What I think is happening is that analyses like the above are considering only individual translations, but App store users download many apps. Multiplying costs over many purchases, even small costs balloon while free is always free no matter how outrageously you indulge your App store downloading habit. That's without taking into account that not everybody considers buying a cup of coffee in Starbucks something that requires no thought or consideration. I certainly don't think that way for a start.
- r0h1n 13y agoSorry, but I found the parent's comment much more insightful, lucid and relevant to the point being discussed (why a large majority always seems to prefer free apps over paid ones) than yours. And the utterly pointless ad hominem attack right at the beginning didn't help either. You also seem to have mixed up "price" with "cost" at places. For instance I don't quite know what these lines mean: > a choice between two costs in resources to a choice between a cost of resources and one of no resources (what do you mean by resources? Whose resources?) > a marginal decrease in cost of $0.10 (the cost of the chocolate is borne by its manufacturer while a consumer pays the price) I'm sure you have a valid counterpoint in there somewhere, but it's not clear what it is.
- auctiontheory 13y agoYup - I read the post and immediately thought of Dan. Free kills everything. One "solution" is to write great apps that no one else can make, like Amazing Slow Downer, and charge a premium price ($15). But not every app is that "significant," so we end up with twenty guitar tuner apps, or Tabata apps, or whatever.