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I think this is a key thing that is usually overlooked. When someone gets the app for free, they haven't self-qualified by paying and as a result they have zero
by caseysoftware 11y ago
I think this is a key thing that is usually overlooked. When someone gets the app for free, they haven't self-qualified by paying and as a result they have zero personal investment. They don't want to "get their money's worth" or "look forward to the next version." Instead they get annoyed, leave a comment, and quickly forget about your app.
I think you should always charge something - even $0.99 - just to filter most of the casual users and get a more qualified (and invested) customer.
- nstart 11y agoIf everyone did this (for cases where it actually mattered. Some app types are supported fine by in app ads) I would love to see how it would change the entire market perception towards paying for software. Right now it's viewed as a risk. A "should I make my app a paid for app or not?". I'd love to live in the utopia of developers simply being able to look at their creation, say that this is the value for it, and have people respect that.
- vijayr 11y agoCharging money will definitely reduce the number of stupid comments, but that is not totally foolproof either. On Amazon, I've seen many times people leaving bad reviews (after paying for it) not because the product was bad, but because they understood the description wrong and hence the product did not meet their expectations. It is amazing how many people won't take 2 mins to actually read the description before buying.
- orasis 11y agoYou should not charge anything if your app is semi-viral. I've done the experiments and charging kills growth for high retention apps.