Hey all,
In the early stages of development of an app I think will be worth releasing, but just wondering about what monetization options are out there prior to finalising the app design.
Things are somewhat complicated for me as I'm living in Canada and can't just simply sell the app on the market. So what I was thinking was this:
- Offer a free version of the app on the market
- Provide a paypal link to buy the full app
Next comes the question of what should the different between the free and full aps... This will be a service type application that sits in the background and reads data in from a source, parses the data, and then feeds it to the appropriate sinks. So no real opportinuty for expansion packs, level unlocks, or the like.
Also a similar free app that is on the market now but does not offer all the features (reads the data and displays it but does nothing with it beyond that). This app has seen 1000 - 5000 downloads to date. Would expect that my app should be at least at this level if not more as it will actually do something useful with the data.
I've been toying with these two possibilities:
- An ad subsidised free version
- A time limited demo / trial
The first option is a little more complicated to implement, means I need to select the correct ad provider and integrate the ads into the GUI. Ideally, GUI desiign should take the ads into consideration so is does not end up looking like an add-on.
At the end of the day though may not generate enough revenue to justify the effort... Details a vague on payouts and the like, but I mean even at a CPM rate of say $0.40 and say 1000 impresstions a day I'd be looking at a whopping $0.40 per day. At that rate I'll probably be waiting for 8+ months for my first $100 check. So really all I'd end up doing is annoy the users into either removing the app or buying it, right?
The second option is much simpler to implement. Plus the app stands on its own merrits. If its good people will buy right? So if I get 50 ppl to buy at say $2 then I reach the same potential as the adds will reach in 8 months of annoying users. Seems plausible enough right?
And I guess the other option is just to make the app free and offer a donate link. Those that think it's worth while will send a few bucks and the masses will juts leech and the app gets popular because it's free / useful... Anyone have any luck with that approach?
At then end of the day I'm going to build the app no matter what, because I for one need it. I do know others need it as well from the posts I've been seeing here and elsewhere, so there is a demand.
Just wondering what others have done and get a feel for what works and what is just a waste of time... Somehow I just can't seem to take the ad guys' word for it!
Any insight would be much appreciated!
In the early stages of development of an app I think will be worth releasing, but just wondering about what monetization options are out there prior to finalising the app design.
Things are somewhat complicated for me as I'm living in Canada and can't just simply sell the app on the market. So what I was thinking was this:
- Offer a free version of the app on the market
- Provide a paypal link to buy the full app
Next comes the question of what should the different between the free and full aps... This will be a service type application that sits in the background and reads data in from a source, parses the data, and then feeds it to the appropriate sinks. So no real opportinuty for expansion packs, level unlocks, or the like.
Also a similar free app that is on the market now but does not offer all the features (reads the data and displays it but does nothing with it beyond that). This app has seen 1000 - 5000 downloads to date. Would expect that my app should be at least at this level if not more as it will actually do something useful with the data.
I've been toying with these two possibilities:
- An ad subsidised free version
- A time limited demo / trial
The first option is a little more complicated to implement, means I need to select the correct ad provider and integrate the ads into the GUI. Ideally, GUI desiign should take the ads into consideration so is does not end up looking like an add-on.
At the end of the day though may not generate enough revenue to justify the effort... Details a vague on payouts and the like, but I mean even at a CPM rate of say $0.40 and say 1000 impresstions a day I'd be looking at a whopping $0.40 per day. At that rate I'll probably be waiting for 8+ months for my first $100 check. So really all I'd end up doing is annoy the users into either removing the app or buying it, right?
The second option is much simpler to implement. Plus the app stands on its own merrits. If its good people will buy right? So if I get 50 ppl to buy at say $2 then I reach the same potential as the adds will reach in 8 months of annoying users. Seems plausible enough right?
And I guess the other option is just to make the app free and offer a donate link. Those that think it's worth while will send a few bucks and the masses will juts leech and the app gets popular because it's free / useful... Anyone have any luck with that approach?
At then end of the day I'm going to build the app no matter what, because I for one need it. I do know others need it as well from the posts I've been seeing here and elsewhere, so there is a demand.
Just wondering what others have done and get a feel for what works and what is just a waste of time... Somehow I just can't seem to take the ad guys' word for it!
Any insight would be much appreciated!