Monetizing Mobile Applications: In-App Purchases
Yes, it is hard to create a venture-backable business model based on selling apps with an up-front perpetual license fee. As discussed before (Apps = Songs for Apple), Apple’s interests are not aligned with this. But, Apple is interested in the health of the mobile application developer landscape. And, paid application piracy is so rampant that usage of pirated paid apps dwarfs that of legitimate paid apps. This represents a significant problem for Apple, since they want a robust ecosystem of app developers out there.
In-App purchasing represents Apple’s response to the problem of widespread pirating of paid apps, since it is much harder to pirate an app that uses in-app sales than one that is an up-front perpetual license. As huge side benefit, I believe there are positive consequences this has on the viability of venture-backable mobile application business models.
In the “old model” (before last month), we asked users to commit to the up-front perpetual license fee based on a few screen shots, and/or marketing efforts to educate them. This is typically a very challenging process, and leads a lot of complaints from developers. In the new model, it is possible to engage the user with a free application, and charge them for additional digital goods as they become more fully immersed in the application. As we have seen from the general success of the Asian game companies (which currently have a market cap of over double that of the western gaming companies), and the specific success of online social gaming companies like Zynga, Playdom, and Playfish, the sale of digital goods is a very powerful business model compared to charging an up-front perpetual license fee.
With the sale of digital goods within applications it also becomes possible to charge users with more willingness to pay more money. A social game developer I know told me that one of their users had spent $5,000 on digital goods within a single game over a period of time. With an up-front perpetual license model, it is hard to charge different users different prices. But, the in-app sale of digital goods allows the majority of users to pay nothing, and a minority of users to pay much more.
In-App purchases seem to be one of the most attractive monetization approaches out there for mobile applications.
