Comment Re:Huh. (Score 1) 148
As per my comment to the other story, the in-game purchasing is critical for me as a developer. For the features in my app, I'm practically giving it away at $1.
The app, Virtual Cricket, gives the users access to live scores and commentary for the international cricket games. The cost of professional data sources for this sort of content is not small, as you can imagine. For me to just brake even, I would need to have a very high sustained level of new customers each and every day.
In-app purchases however will allow the conversion of the existing customer base for subscription to higher-end content (eg. fantasy cricket), where I can look at recovering some of the invested money.
This is where the market must go to go away from your iBeer and iFart type of efforts which do nothing to promote the platform as a serious marketplace.
The app, Virtual Cricket, gives the users access to live scores and commentary for the international cricket games. The cost of professional data sources for this sort of content is not small, as you can imagine. For me to just brake even, I would need to have a very high sustained level of new customers each and every day.
In-app purchases however will allow the conversion of the existing customer base for subscription to higher-end content (eg. fantasy cricket), where I can look at recovering some of the invested money.
This is where the market must go to go away from your iBeer and iFart type of efforts which do nothing to promote the platform as a serious marketplace.