Pricing apps
App development is becoming increasingly common and everyday hundreds – if not thousands – of new apps are released each day. Mobile platforms, along with the web, are the most popular deployment bases. The main mobile OSes all offer an online app store of some sort that allows developers to either give away their apps for free of force users to pay for them.
A large number of apps are now ad-supported so that developers can still profit from free apps. The only problem with this model is that ads often really damage the user experience, especially in games because they just get in the way of what the user is trying to do.
The biggest alternative to ads without charging for the app is to have in-app purchases so that users have to pay for additional features in the app. This is a lot more efficient than ads because it maintains a contained user experience that is solely focused on the app itself. My belief is that these in-app purchases should add to the user experience rather than not having them making the app worse. An app with in-app purchases should function perfectly reasonably without the user having to pay to make it better – instead they have the choice. At the same time I’ve got absolutely no objections to users being encouraged (but only subtly) to purchase additional features.
At the end of the day if you’ve made a really great app you should charge for it but if you feel you can reach more users by making it free and letting them pay for some extra features in-app purchases are probably an equally good if not better option.
After that I’ve made a mental note not to try posting from the WordPress iOS app.








