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    <title>Mobile Application Pricing Models: In-application micropayments</title>
    <link>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/ba-p/1430</link>
    <description>&lt;p&gt;&lt;font face="Times New Roman" size="2"&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;In my &lt;/font&gt;&lt;a href="http://community.developer.motorola.com/t5/MOTODEV-Blog/Top-6-Mobile-App-Pricing-Models/ba-p/1125" target="_blank"&gt;&lt;font size="3"&gt;previous post&lt;/font&gt;&lt;/a&gt;&lt;font size="3"&gt;, I outlined the 6 most common mobile application pricing models, which range from the standard pay-per-download model to the sale of virtual goods within the application.&lt;span&gt;&amp;nbsp; &lt;/span&gt;In this post I will go into more detail regarding in-application micropayments, and will provide examples of how other developers have used this to monetize their own creations.&lt;/font&gt;&lt;/span&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt; &lt;/font&gt;&lt;/p&gt;&lt;font face="Times New Roman" size="2"&gt;&amp;nbsp;&lt;/font&gt;&lt;font face="Times New Roman" size="2"&gt; &lt;p style="margin: 0in 0in 0pt" class="MsoNormal"&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;While often referred to as a &amp;ldquo;freemium&amp;rdquo; business model because the core application is generally offered for free to consumers, in-application micropayments, or in-app sales of virtual goods, allow consumers to purchase virtual goods from within the application.&lt;span&gt;&amp;nbsp; &lt;/span&gt;These virtual goods can be in the form of reward points, avatar upgrades, access to hidden levels within a game or even premium content such as audio or video tracks.&lt;span&gt;&amp;nbsp; &lt;/span&gt;While freemium applications can also be subsidized in part through advertising, the primary revenues to the application developer are usually derived from the sale of virtual goods.&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt" class="MsoNormal"&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;img src="/t5/image/serverpage/image-id/1i2403DD2D58E524D5/image-size/original?v=mpbl-1&amp;amp;px=-1" border="10" alt="Mafia Wars Reward Points.jpg" title="Mafia Wars Reward Points.jpg" align="left" /&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;Some good examples of how this works can be found within many popular social network-based games.&lt;span&gt;&amp;nbsp; &lt;/span&gt;In my previous post I referred&amp;nbsp;&lt;font face="Times New Roman"&gt; &lt;/font&gt;to Mafia Wars by Zynga, a very popular RPG on Facebook.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Mafia Wars is free to play but users have the opportunity to purchase reward points to help them progress more quickly through the game.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Users can purchase anywhere from 21 to 700 reward points using their credit card or PayPal account, or they can complete one of the various partner offers in exchange for reward points.&lt;span&gt;&amp;nbsp; &lt;/span&gt;The reward points can in turn be used within the game to refill their energy, stamina or health, or even to upgrade their skills.&lt;span&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/font&gt;&lt;/span&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;Microtransactions are also quite common in virtual worlds and even online multiplayer games outside of social networks.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Basic levels of access to these services are generally free but the user is presented with opportunities to customize their experience by upgrading their avatar through the purchase of new clothing, vehicles or even living accommodations.&lt;span&gt;&amp;nbsp; &lt;/span&gt;In the case of online multiplayer games, users may be presented with the option to purchase an upgraded weapon, armor or other digital item to help them progress through the various levels within the game.&lt;/font&gt;&lt;/span&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;Of key importance to the application developer when employing this particular pricing model is to make sure that they make it easy for consumers to purchase virtual goods from within their application.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Developers must keep the user within the application whenever possible or help them easily navigate back into the application if an external partner site is used and minimize the number of clicks or steps that the user must go through in order to complete the transaction.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Generally speaking the more difficult it is for consumers to buy virtual goods from within your application; the less likely they will be to complete the purchase or make additional purchases from you in the future.&lt;span&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/font&gt;&lt;/span&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;I should note that not all consumers like the idea of paying for digital content within applications.&lt;span&gt;&amp;nbsp; &lt;/span&gt;In some instances, consumers may feel that they are being forced to pay for elements that should have been free or included in the original price of the application in the first place, and may perceive the developer as being greedy.&lt;span&gt;&amp;nbsp; &lt;/span&gt;To help avoid situations like this, developers should ensure they are providing a complete, fully functional and gratifying core experience within their application and that any virtual goods being offered for sale represent an unexpected bonus and/or would have taken a long time to earn through typical use.&lt;/font&gt;&lt;/span&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;I hope this has helped you to better understand this pricing model and how it can be used to help monetize your own application.&lt;span&gt;&amp;nbsp; &lt;/span&gt;Stay tuned to the MOTODEV Blog for details on additional mobile app pricing models.&lt;span&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family: Arial"&gt;&lt;font size="3"&gt;If there are any other pricing models or app pricing topics that you would like us to cover, please comment on this blog post.&lt;img src="D:\Profiles\wlcs17\Desktop" border="0" alt="Mafia Wars Rewards Points" width="1" height="1" align="right" /&gt;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;/font&gt;&lt;div class="message-edit-history"&gt;&lt;span class="edit-author"&gt;Message Edited by SteveG on &lt;/span&gt;&lt;span class="local-date"&gt; 07-01-2009&lt;/span&gt;&lt;span class="local-time"&gt; 08:58 PM&lt;/span&gt;&lt;/div&gt;&lt;div class='message-edit-history'&gt;&lt;span class='edit-author'&gt;Message Edited by SteveG on &lt;/span&gt;&lt;span class='local-date'&gt; 07-01-2009&lt;/span&gt;&lt;span class='local-time'&gt; 09:33 PM&lt;/span&gt;&lt;/div&gt;</description>
    <pubDate>Thu, 02 Jul 2009 00:12:00 GMT</pubDate>
    <dc:creator>cswambar</dc:creator>
    <dc:date>2009-07-02T00:12:00Z</dc:date>
    <item>
      <title>Mobile Application Pricing Models: In-application micropayments</title>
      <link>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/ba-p/1430</link>
      <description>In-application micropayments can be a great way to monetize your creation when used properly</description>
      <pubDate>Thu, 02 Jul 2009 00:12:00 GMT</pubDate>
      <guid>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/ba-p/1430</guid>
      <dc:creator>cswambar</dc:creator>
      <dc:date>2009-07-02T00:12:00Z</dc:date>
    </item>
    <item>
      <title>Re: Mobile Application Pricing Models: In-application micropayments</title>
      <link>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/bc-p/1471</link>
      <description>&lt;div&gt;&lt;p&gt;I'm leaning towards the subscription model as the application requires data that gets outdated over time. A monthly (ideally) subscription would guarantee the data feed. Perhaps buy a year in advance at a discount. Automatic billing per month...similar to the KIndle newspaper or magazine subnscriptions.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;Thoughts? &lt;/p&gt;&lt;/div&gt;</description>
      <pubDate>Wed, 08 Jul 2009 01:26:36 GMT</pubDate>
      <guid>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/bc-p/1471</guid>
      <dc:creator>Barry Engel</dc:creator>
      <dc:date>2009-07-08T01:26:36Z</dc:date>
    </item>
    <item>
      <title>Re: Mobile Application Pricing Models: In-application micropayments</title>
      <link>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/bc-p/1525</link>
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&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial"&gt;Hi Barry - &lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&amp;nbsp;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial"&gt;Subscriptions&#xD;
are a time tested and proven method of helping monetize mobile applications. &lt;span&gt;&amp;nbsp;&lt;/span&gt;This model has been very successful in areas&#xD;
such as music and games, but has faced challenges in other areas, most notably in&#xD;
mobile TV for example. &lt;span&gt;&amp;nbsp;&lt;/span&gt;For the&#xD;
developer, subscriptions can provide an ongoing revenue stream and the chance&#xD;
to build a lasting relationship with the consumer rather than just a one time&#xD;
sale. &lt;span&gt;&amp;nbsp;&lt;/span&gt;For the consumer, subscriptions give&#xD;
access to several apps or services for a period of time, often times for the&#xD;
same or even lower price than a single downloadable app. &lt;span&gt;&amp;nbsp;&lt;/span&gt;When using the subscription model (or any&#xD;
other for that matter), you will want to first make sure you benchmark&#xD;
competitive offerings across multiple platforms, paying close attention to what&#xD;
is being offered, the quality of the offerings and of course, the price. You will also want to look at other products&#xD;
and services that while not necessarily direct competitors of your particular&#xD;
solution, could potentially be used by consumers to deliver a similar&#xD;
experience.&lt;span&gt;&amp;nbsp; &lt;/span&gt;As part of this effort, pay&#xD;
close attention to the &amp;ldquo;freeware&amp;rdquo; that is available within this segment. &lt;span&gt;&amp;nbsp;&lt;/span&gt;More and more often I come across people that&#xD;
like what a paid version of an application or service can do for them but feel&#xD;
that the free version is &amp;ldquo;good enough&amp;rdquo; and are willing to forego some of the&#xD;
functionality they desire in exchange for saving money. &lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial"&gt;Also, while&#xD;
I cannot tell you exactly where to price the subscription for your app, I would&#xD;
suggest you consider offering a free, trial version of your application as well,&#xD;
perhaps subsidized in part by ads, to give consumers the opportunity to try out&#xD;
your solution first hand before buying, to show the value your service provides,&#xD;
how much more useful the full version will be and why it is in their best&#xD;
interest to sign up for a subscription.&lt;span&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&#xD;
&#xD;
&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial"&gt;Thanks for&#xD;
the comment!&lt;/span&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 13 Jul 2009 15:46:05 GMT</pubDate>
      <guid>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/bc-p/1525</guid>
      <dc:creator>cswambar</dc:creator>
      <dc:date>2009-07-13T15:46:05Z</dc:date>
    </item>
    <item>
      <title>Re: Mobile Application Pricing Models: In-application micropayments</title>
      <link>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/bc-p/1704</link>
      <description>&lt;p&gt;Darius from WaveSecure team here.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;We have tried all the models.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;True Subcription (operator postpaid)&lt;/p&gt;&lt;p&gt;Subscription (pay for 1 month / 3 month, and than go to the app and pay again once expired)&lt;/p&gt;&lt;p&gt;One time on device&lt;/p&gt;&lt;p&gt;One time at Point of Sale &lt;/p&gt;&lt;p&gt;Freemium&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;It seems to us the pricing model depends a lot on the context (culture, experience, etc.) - there is no one answer.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;True subscription works for us for some postpaid operator deployments, and one time payment works well in Europe. Smaller renewals works well in Indonesia, Philliphines, india. Anything that is troublesome for user doesnt work anywhere.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; D&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;p.s. WaveSecure coming to Android soon!&lt;/p&gt;</description>
      <pubDate>Wed, 05 Aug 2009 04:40:52 GMT</pubDate>
      <guid>http://community.developer.motorola.com/t5/MOTODEV-Blog/Mobile-Application-Pricing-Models-In-application-micropayments/bc-p/1704</guid>
      <dc:creator>Darius</dc:creator>
      <dc:date>2009-08-05T04:40:52Z</dc:date>
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