
But first, the basics
For those unaware, in-app purchases are the additional content, functionality, services or subscriptions that iPhone and Android app developers sell and customers can buy through the app- but they must pay for it to access it.
Content could come in the form of a downloadable
eBook (no hard copies - only digital content can be sold as an in-app
purchase) or additional levels or characters in a game. Additional
functionality might be something like giving added strength to a
character in a game, or being able to save a higher number of favourite
profiles in a dating app than the standard version allows. Services
offered as an in-app purchase must always exist in the digital realm, so
no plumbing repairs or anything that is strictly 'real world'.
Businesses might take up a something like voice transcription or 12
months of VoIP phone service. Subscriptions can also be offered, but
again must be digital in nature and might include access to your
favourite daily newspaper or streaming content like Netflix or Spotify.
All in-app purchases must come under one of the
following purchase types; they must be either consumables (i.e. the user
must purchase each time they want to use the purchase, e.g. extra
ammunition for a game); non consumables (i.e. the user has lifelong
access to their purchase, such as additional filters on a photo editing
app, extra levels in a game); auto-renewable subscriptions (e.g. to a
digital newspaper or a dating app like Tinder, where you have access to
additional functions and the subscription continues until the user opts
out); free subscriptions; or non-renewing subscriptions (e.g. a 12 month
subscription to access to premium features on an app that expires at
the end of the period).
The do's and don'ts of incorporating in-app purchases
While not every one of your customers will use in-app
purchases, those who do will expect them to be engaging, user friendly
and valuable to their user experience. Therefore it's important to
follow certain guidelines to ensure their purchase is a positive one.
- Your customer should be able to access their in-app purchase on any device registered under their name. If they pay for the premium service of Tinder or buy extra donuts for the Simpsons Tapped Out game on their smart phone, they should be able to access these things on their tablet as well. Failing to make them usable across all devices will anger your end user.
- Any credits or virtual currency you make available for purchase within your app must not be restricted by an imposed time limit. Users should be able to use their purchase at a time of their choosing, not simply have to blow them because they're under time constraints.
- Any content that users buy as an in-app purchase must be permanent and able to be kept by the customer. They should be able to delete the app at any time, reinstall it and still be able to access their additional content. The only exception of course is consumable content that expires after it has been used and must be bought again when the customer wants it.
- In-app purchases can only be used within the app in which they were bought - users cannot, for example, transfer virtual currency bought in one game to another.
When implemented well, in-app purchases can enhance
the user experience, which keeps them coming back for more and helps
bring in additional profits for you at the same time. When done badly
though, whether the purchases are priced too highly; the purchasing
process is too complicated or the product doesn't meet your customer's
expectations, it can turn the user off your app completely. Speak to the
experienced mobile app developers at Appz about how to make your
product intuitive, attractive and easy to use. Call us on 1300 233 444
or get a quote online.
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