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	<title>Comments on: The Beauty Of 99¢ iPhone Apps</title>
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	<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/</link>
	<description>Little boxes made of words, by Jens Alfke</description>
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		<title>By: Jens Alfke</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-3/#comment-2411</link>
		<dc:creator>Jens Alfke</dc:creator>
		<pubDate>Mon, 15 Sep 2008 04:27:12 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2411</guid>
		<description>Nancy — Not that this is an iPhone support forum, but: the apps get billed to your iTunes account (just as if you bought music or videos). It has nothing to do with AT&amp;T.</description>
		<content:encoded><![CDATA[<p>Nancy — Not that this is an iPhone support forum, but: the apps get billed to your iTunes account (just as if you bought music or videos). It has nothing to do with AT&#38;T.</p>
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		<title>By: Nancy</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-3/#comment-2410</link>
		<dc:creator>Nancy</dc:creator>
		<pubDate>Sun, 14 Sep 2008 08:09:50 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2410</guid>
		<description>I am new to iPhone and at&#38;t wireless and can&#039;t find an answer to my question.  Maybe someone here can help.  If I download a game app (ie $9.99 Solitare)from iTune and put it on my iPhone, how will at&#38;t bill me to play that game?  I&#039;m curious because I am overseas (Africa), and don&#039;t want a big at&#38;t bill.  Does anyone know the answer and how to make certain AT&#38;T or their overseas partner carrier are not billing me? thanks. nancy</description>
		<content:encoded><![CDATA[<p>I am new to iPhone and at&#38;#38;t wireless and can&#8217;t find an answer to my question.  Maybe someone here can help.  If I download a game app (ie $9.99 Solitare)from iTune and put it on my iPhone, how will at&#38;#38;t bill me to play that game?  I&#8217;m curious because I am overseas (Africa), and don&#8217;t want a big at&#38;#38;t bill.  Does anyone know the answer and how to make certain AT&#38;#38;T or their overseas partner carrier are not billing me? thanks. nancy</p>
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		<title>By: Jean-Pierre Martineau</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-3/#comment-2409</link>
		<dc:creator>Jean-Pierre Martineau</dc:creator>
		<pubDate>Thu, 20 Mar 2008 18:35:44 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2409</guid>
		<description>This is one of the most interesting blog posts I&#039;ve read in a long time...

I think that the realistic price point will be something along the lines of this:
- Toy applications: 0.99 to 1.99
- Simple games and utilities: 1.99$ to 4.99$
- Nice, content-rich games and small to medium useful apps: 4.99 to 9.99
- Full fledged applications (like Quicken): 5.99 to 24.99
- Corporate applications: 19.99 and up

Although some developers will attempt to undercut competing applications, it&#039;s a matter of economics. A careful analysis of the elasticity of the demand will yield the price point sweet spots and undercutting will simply result in missed opportunities.

I think that for simple applications and toys, demand will be very elastic, but for more complex applications, the elasticity will diminish.

Anyone considering releasing an iPhone should read &lt;a href=&quot;http://en.wikipedia.org/wiki/Price_elasticity_of_demand&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; very interesting Wikipedia article that explains the concept or the elasticity of the demand very well.</description>
		<content:encoded><![CDATA[<p>This is one of the most interesting blog posts I&#8217;ve read in a long time&#8230;</p>
<p>I think that the realistic price point will be something along the lines of this:<br />
- Toy applications: 0.99 to 1.99<br />
- Simple games and utilities: 1.99$ to 4.99$<br />
- Nice, content-rich games and small to medium useful apps: 4.99 to 9.99<br />
- Full fledged applications (like Quicken): 5.99 to 24.99<br />
- Corporate applications: 19.99 and up</p>
<p>Although some developers will attempt to undercut competing applications, it&#8217;s a matter of economics. A careful analysis of the elasticity of the demand will yield the price point sweet spots and undercutting will simply result in missed opportunities.</p>
<p>I think that for simple applications and toys, demand will be very elastic, but for more complex applications, the elasticity will diminish.</p>
<p>Anyone considering releasing an iPhone should read <a href="http://en.wikipedia.org/wiki/Price_elasticity_of_demand" rel="nofollow">this</a> very interesting Wikipedia article that explains the concept or the elasticity of the demand very well.</p>
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		<title>By: Sudhakar Moparthy</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-3/#comment-2408</link>
		<dc:creator>Sudhakar Moparthy</dc:creator>
		<pubDate>Sun, 16 Mar 2008 00:03:05 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2408</guid>
		<description>For all those apps that store data on a server , you still need to maintain your database.  I doubt people will price their app at $1.</description>
		<content:encoded><![CDATA[<p>For all those apps that store data on a server , you still need to maintain your database.  I doubt people will price their app at $1.</p>
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		<title>By: Talk Funnel &#38;#187; Blog Archive &#38;#187; The impending iPhone application traffic jam</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-3/#comment-2407</link>
		<dc:creator>Talk Funnel &#38;#187; Blog Archive &#38;#187; The impending iPhone application traffic jam</dc:creator>
		<pubDate>Fri, 14 Mar 2008 04:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2407</guid>
		<description>[...] Another question will be that of pricing. Jens Alfke has floated the idea of $0.99 applications (to mimic the iTunes music sales). It&#8217;s customary on the desktop to have a &#8216;try before you buy&#8217; period. Since Apple is going to be in charge of distribution and licensing, they&#8217;re going to have to be the ones providing the infrastructure for timed trials. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Another question will be that of pricing. Jens Alfke has floated the idea of $0.99 applications (to mimic the iTunes music sales). It&#38;#8217;s customary on the desktop to have a &#38;#8216;try before you buy&#38;#8217; period. Since Apple is going to be in charge of distribution and licensing, they&#38;#8217;re going to have to be the ones providing the infrastructure for timed trials. [&#8230;]</p>
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		<title>By: iAppblog &#38;#187; Blog Archive &#38;#187; Interview with Kenneth Ballenegger on the iPhone SDK</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-2/#comment-2406</link>
		<dc:creator>iAppblog &#38;#187; Blog Archive &#38;#187; Interview with Kenneth Ballenegger on the iPhone SDK</dc:creator>
		<pubDate>Thu, 13 Mar 2008 19:35:38 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2406</guid>
		<description>[...] What do you think of this $0.99 and $1.99 app concept?  I read an article recently on this (The Beauty Of 99¢ iPhone Apps). The good thing about $.99 apps is the potential for impulse purchases. People will not be afraid to buy an app, because, after all, $.99 is nothing. If the app were priced more expensive, potential customers would have to think about whether they really want to buy the app. With the inability to offer try-before-you-buy, it will be harder to sell a more expensive app. Of course, there are problems with $.99 apps. Firstly, it devalues your product. People will associate your product with the notion of &#8220;cheap&#8221;. I think the better option would be to price apps between $5 and $10. It is still low enough for impulse buy, but increases profit 5-fold and adds perceived value to the product. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] What do you think of this $0.99 and $1.99 app concept?  I read an article recently on this (The Beauty Of 99¢ iPhone Apps). The good thing about $.99 apps is the potential for impulse purchases. People will not be afraid to buy an app, because, after all, $.99 is nothing. If the app were priced more expensive, potential customers would have to think about whether they really want to buy the app. With the inability to offer try-before-you-buy, it will be harder to sell a more expensive app. Of course, there are problems with $.99 apps. Firstly, it devalues your product. People will associate your product with the notion of &#38;#8220;cheap&#38;#8221;. I think the better option would be to price apps between $5 and $10. It is still low enough for impulse buy, but increases profit 5-fold and adds perceived value to the product. [&#8230;]</p>
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		<title>By: Ramin</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-2/#comment-2405</link>
		<dc:creator>Ramin</dc:creator>
		<pubDate>Wed, 12 Mar 2008 19:34:23 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2405</guid>
		<description>@Jens: I agree that there&#039;s a good opportunity for small developers ;-)

@Martin: $5 does sound more reasonable for a functional entry-level app or game.

The $0.99 a song puts a full album of 10-13 songs in the price range of what a discounted CD goes for in the store, so price-wise, it&#039;s in line with expectations. The $.99 application, however, would match up with what you would expect from the discount bin at CompUSA. And even though it might be enough to sustain a single developer working at home, it won&#039;t pay for office space, network, and salaries once you scale up to 2-3 or more developers. So the app price is going to have to be high enough to help cover overhead and support costs.

Fully functional mid-range software, I&#039;m going to guess will be in the $30-$50 range to help cover the cost of development and ongoing support. That also gives you room to offer discounts, volume deals, and coupon specials. If you start off at $.99, there&#039;s not much room to go down.

As for the $100M iFund. There will be a lot of applications that will require back-end server support (surely, with a live 2.5G/WiFi connection sitting there you can&#039;t expect every app to be standalone ;-) The iFund is probably targeted at people who need to put together a team of developers and get all that infrastructure in place. Hopefully, it won&#039;t all go for enterprise-type apps and they&#039;ll reserve some of the money for people doing fun projects.</description>
		<content:encoded><![CDATA[<p>@Jens: I agree that there&#8217;s a good opportunity for small developers ;-)</p>
<p>@Martin: $5 does sound more reasonable for a functional entry-level app or game.</p>
<p>The $0.99 a song puts a full album of 10-13 songs in the price range of what a discounted CD goes for in the store, so price-wise, it&#8217;s in line with expectations. The $.99 application, however, would match up with what you would expect from the discount bin at CompUSA. And even though it might be enough to sustain a single developer working at home, it won&#8217;t pay for office space, network, and salaries once you scale up to 2-3 or more developers. So the app price is going to have to be high enough to help cover overhead and support costs.</p>
<p>Fully functional mid-range software, I&#8217;m going to guess will be in the $30-$50 range to help cover the cost of development and ongoing support. That also gives you room to offer discounts, volume deals, and coupon specials. If you start off at $.99, there&#8217;s not much room to go down.</p>
<p>As for the $100M iFund. There will be a lot of applications that will require back-end server support (surely, with a live 2.5G/WiFi connection sitting there you can&#8217;t expect every app to be standalone ;-) The iFund is probably targeted at people who need to put together a team of developers and get all that infrastructure in place. Hopefully, it won&#8217;t all go for enterprise-type apps and they&#8217;ll reserve some of the money for people doing fun projects.</p>
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		<title>By: Harry Flashman</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-2/#comment-2404</link>
		<dc:creator>Harry Flashman</dc:creator>
		<pubDate>Mon, 10 Mar 2008 18:44:01 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2404</guid>
		<description>Remember the old Lemonade Stand game on the Apple IIs? This will all shake itself out, but it&#039;s going to take a few tries to figure out what price will generate the volume to maximize profits. Pricing your app too low, will result in a missed opportunity...too high and you&#039;ll just cripple sales. It will be an interesting time to watch this OS X Touch based market flesh itself out.</description>
		<content:encoded><![CDATA[<p>Remember the old Lemonade Stand game on the Apple IIs? This will all shake itself out, but it&#8217;s going to take a few tries to figure out what price will generate the volume to maximize profits. Pricing your app too low, will result in a missed opportunity&#8230;too high and you&#8217;ll just cripple sales. It will be an interesting time to watch this OS X Touch based market flesh itself out.</p>
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		<title>By: Noah Witherspoon</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-2/#comment-2403</link>
		<dc:creator>Noah Witherspoon</dc:creator>
		<pubDate>Mon, 10 Mar 2008 15:16:08 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2403</guid>
		<description>@ Steven Fisher:
142 people buying an app is hardly unrealistic. The number of people who already have jailbroken iPhones and iPods Touch is huge - I released an update to a game of mine around twelve hours ago and it&#039;s gotten over 23000 downloads by now. It&#039;d take all of &lt;em&gt;0.6%&lt;/em&gt; of those people deciding to pay $.99 for my app for me to break even on Apple&#039;s developer charge. Jens is right – this is a huge opportunity for small developers.</description>
		<content:encoded><![CDATA[<p>@ Steven Fisher:<br />
142 people buying an app is hardly unrealistic. The number of people who already have jailbroken iPhones and iPods Touch is huge - I released an update to a game of mine around twelve hours ago and it&#8217;s gotten over 23000 downloads by now. It&#8217;d take all of <em>0.6%</em> of those people deciding to pay $.99 for my app for me to break even on Apple&#8217;s developer charge. Jens is right – this is a huge opportunity for small developers.</p>
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		<title>By: Matthew R</title>
		<link>http://jens.mooseyard.com/2008/03/the-beauty-of-99%c2%a2-iphone-apps/comment-page-2/#comment-2402</link>
		<dc:creator>Matthew R</dc:creator>
		<pubDate>Mon, 10 Mar 2008 07:10:46 +0000</pubDate>
		<guid isPermaLink="false">http://mooseyard.com/Jens/2008/03/the-beauty-of-99%c2%a2-iphone-apps/#comment-2402</guid>
		<description>Problem with this &quot;live by our rule or die&quot; approach is the fact that many apps for the Mac, we love so, because they disobeyed the HIG. And I don&#039;t necessarily mean extreme apps like Shapeshifter, but take for example the HIG saying &quot;don&#039;t create your own menu bar extras. That&#039;s reserved for the System.&quot; We completely shrugged that off and created our own menu bar extra-apps anyway. If there was (run with me on this) an App Store for the Mac; then apps like Quicksilver and Twitterrific would have been turned down.

Apple, what happened to the &quot;rebels, the risk-takers, the misfits&quot; being the greatest ones of all?

Hopefully Apple will keep the iPhone Human Interface Guidelines, just that, guidelines.</description>
		<content:encoded><![CDATA[<p>Problem with this &#8220;live by our rule or die&#8221; approach is the fact that many apps for the Mac, we love so, because they disobeyed the HIG. And I don&#8217;t necessarily mean extreme apps like Shapeshifter, but take for example the HIG saying &#8220;don&#8217;t create your own menu bar extras. That&#8217;s reserved for the System.&#8221; We completely shrugged that off and created our own menu bar extra-apps anyway. If there was (run with me on this) an App Store for the Mac; then apps like Quicksilver and Twitterrific would have been turned down.</p>
<p>Apple, what happened to the &#8220;rebels, the risk-takers, the misfits&#8221; being the greatest ones of all?</p>
<p>Hopefully Apple will keep the iPhone Human Interface Guidelines, just that, guidelines.</p>
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