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That’s the strategy of many game apps such as Candy Crush Saga: for a fee, you can add to your stock of lives, boosters, and so forth, but eventually you’ll use them, depleting your stock once again. The user buys a component that is eventually used up. For example, the app might display ads, but for a one-time fee, the ads go away.Ĭonsumable. The user pays to flip a switch that stays flipped forever. There are three basic types of in-app purchase: But if the user downloads a free app and likes it, goodwill and the desire for an improved experience may lead to a willingness to spend actual money.
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Charging up front runs the risk that the user will never download the app in the first place. In-app purchases can be one of the most important aspects of an iOS app’s business model. You can make the app free to download initially, and then offer some additional benefit for an additional fee from within the app - an in-app purchase. You can use some third-party income source permitted by Apple’s App Store rules, such as a mobile advertising network. You can charge the user up front for the right to download the app in the first place. What’s the business model for an iOS app? If you aren’t just distributing an app as a freebie out of the goodness of your heart (several of my apps do work that way), and if you aren’t being paid directly by a client to create or maintain the app in the first place, and if your company is not separately in the business of selling physical goods and services, you have three chief ways of trying to make money through an iOS app: