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The Art of the App Store: The Business of Apple Development
book

The Art of the App Store: The Business of Apple Development

by Tyson McCann
December 2011
Intermediate to advanced content levelIntermediate to advanced
304 pages
9h 15m
English
Wrox
Content preview from The Art of the App Store: The Business of Apple Development

6

Guidelines and Expectations for Developing Your App

WHAT'S IN THIS CHAPTER?

  • Understanding pricing considerations and business models
  • Learning how to create an app in the half-second window you have for engaging your user
  • Understanding why it is important to use physical metaphors whenever possible
  • Learning how to ideate and implement physical metaphors

The App Store, of course, has an immense range of business models and app prices. But when looking for patterns, three of them emerge.

As you saw in Chapter 3, 99-cent apps make up roughly 25 to 30 percent of the current available apps. This is a natural evolution of the App Store in that that's as low as you can go without going free: no more room to undercut your competition and remain paid. In fact, games (which are consistently in the top one or two categories) are averaging slightly above the 99-cent price, whereas the average price of an app in all categories is well over $2. Free apps make up roughly another 40 percent (and this looks to be climbing because of apps with in-app purchases). The remaining roughly one-third of the App Store is divided up with various “premium” app prices of $4.99 and upward.

Beginning with this chapter, the next three chapters take a look at these patterns in app pricing (free, freemium, and paid), the reasons behind pricing models, and how to develop your app to stay ahead of your competition in that price range. In addition, this particular chapter also houses many general principles and ...

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Publisher Resources

ISBN: 9781118221129Purchase book