February 28th, 2011 11:54
First, when we look to the United States 10 most grossing applications of January 2011 (Table 1) four applications do feature in-app purchases. Of those four, three are free applications i.e., all revenue is generated by in-app purchases. For example number 2 on the list Tap Zoo is a free application ranked higher than Call of Duty: Zombies that is priced $4.99. Tap Zoo will have many more users and hence the average spending of each player will be lower. This is supported by the top in-app purchases in December:Tap Zoo
| Smurfs’ Village
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When looking to the example highlighted in the Washington Post article, Smurfs’ Village, we notice an equal pattern of the cheap in-app purchases being more popular than the more expensive ones. However, the prices for Smurfberries are higher and hence the impact of a purchase is larger, especially with respect to the $99.99 Wagon of Smurfberries. The practice of offering a very expensive in-app purchase is used by many developers, but mainly in games. As we see in the data, the most expensive in-app purchase is often more popular than the cheaper purchases. So, marketing and delivery practices of developers could very well be focused on the expensive in-app purchases.