I'm working on an app. I feel like putting this app as paid version will not call attention of many user's so I was thinking to release it for free.
To earn still earn some money, I'm thinking to implement the Donation option where user can select how much he/she would like to pay (in a range of documented IAP tiers: Tier1$, Tier2$, Tier3$, ...).
Is it possible to achieve this? What about the IAP categories, in which category would this kind of payment fit (Non consumable, subscription)?
I'm also considering doing this. I looked into it several years back; An IAP at that time had to fall into one of several well-defined categories, and donations was not one of them.
How about badges? Gold badge costs $1, Diamond costs five, Platinum costs 30.
And people can purchase badges.
Or theme the app with a different colour background; different colours cost different amounts.
Link:
iPhone in app purchase for charitable donations
Related
I am developing an iOS app and i want to sell that app to certain amount for example 100$ so is there any limit to sell or no limit and i want to sell products from my app so i am using in app Purchase so here also is there any limit can any one please answer me waiting for your positive response thank you.
There are a couple of points apple wants you to keep in mind before you go for selling through in app purchase.
It should be a digital content that you give away or unlock for the user upon purchase like the full content of your app, or more levels in a game, more ammunition, subscription to the appstore etc.You can't sell like a gym membership, or any physical product using Apple's in-app purchase.
There are specific price tiers to which apple restricts you to sell. You can find a complete list of them here.
https://itunesconnect.apple.com/WebObjects/iTunesConnect.woa/ra/ng/pricingMatrix
However, You can sell items by including payment gateways like ccavenue, stripe, paypal, and sell whatever you want.
We want to offer a ‘prize pot’ in our application, in that two or more players pay money into a prize fund, and the winner of the game gets this money. We were thinking of using PayPal to store the money, and then distribute a percentage to the winner (with us taking a small percentage). However, we’re not sure if this would infringe any of the guidelines surrounding iAP’s (in-App Purchases). Would this PayPal system be viable? Another possible approach would be to allow iAP’s to purchase virtual currency within the app, which the winner could redeem for real money via a PayPal transfer.
Furthermore, we believe this falls into the gambling sector, and according to the App Store guidelines:
20.5 - Apps that offer real money gaming (e.g. sports betting, poker, casino games, horse racing) or lotteries must have necessary licensing
and permissions in the locations where the App is used, must be
restricted to those locations, and must be free on the App Store.
20.6 - Apps that use IAP to purchase credit or currency to use in conjunction with real money gaming will be rejected.
We have seen an application on the App Store that has similar functionality: Pact (Pact: Earn Cash for Exercise, Healthy Living, and Eating Right). Pact allows users to set up a ‘pact’ for example going to the gym 3 days in a week would earn you $1.50 each day you complete. Or else you are required to pay out $5 per day you miss. This app has recently been updated on April 1st, 2015 and it has similar functionality to our idea, in that users agree on a price to pay out (via PayPal) if they do not complete a task. Would our idea comply with the App Store rules?
Any suggestions are welcome, Thanks
In my iOS app, photographers can upload photos and other people can buy a digital copy of the photo. After researching, I discovered that buyers must use In-App Purchase rather than Apple Pay because In-App Purchase is for digital goods, while Apple Pay is for physical goods.
I've run into a problem with using In-App Purchase to buy user generated content. The documentation says:
For each app, you can create up to 1000 separate In-App Purchase
products. Every product you want to offer in your store must be
configured in iTunes Connect.
My community of photographers will be creating more than 1000 photos.
I, the app developer, must go into the iTunes website to submit each individual product. This is not scalable for a user generated app.
The documentation of In-App Purchase makes it appear that I can only set up a small static list of products. If anyone has experience with letting users purchase over a thousand user-generated digital goods, please let me know.
Possible Solution
I'm thinking about creating In-App items based off of a price tier:
$1 Photo
$5 Photo
$10 Photo
etc...
I'll only let my photographers sell photos within a static price tier. Does anyone know if creating items based on price, rather than what is actually being sold, will be approved by Apple?
Very interesting question! In my opinion, you should go more with physical-style purchases. Why? In-app purchases are designed for buying functionality of an app and ready packages, but not particular photos. The good solution for this will be to sell "bundles" or create an in-app currency. For example, you can sell bundle of 10 photos and user can spend them on photos. But no tiering here.
If you decide to create an in-app currency, e.g. points, you can sell point bundles for some money (e.g. $10 = 100 points, $50 = 700 points) and then let users set the price for their photos. It is pretty obvious, that you can take some extra from each purchase of the photo or when user decides to withdraw in-app currency to real money.
This technique already works in games and in this dating app: https://coffeemeetsbagel.com
The only thing you should care is the implementation of in-app currency "buyback". As far, as I know, there is no way to sell it to Apple again, so you need to set up custom backend for the billing.
If you go with your idea, you can use the same approach, as I described, but instead of currency, users will buy tiers. And then spend "one $10 photo coin" on one photo. But the idea of currency is better as for me.
I'm developing a chat application. I have a different content that users can buy. But $0.99 is too high price for it. I want to provide some local currency (diamonds / coins or something like that). For example, user can buy 100 coins for $0.99. Therefore, he can buy something with this 30 coins, then buy another one for 10 (for example).
Can I do it?
Of course I can (technically), but will I get the rejection from the AppStore later?
There is an application Line. For Android, it has its own internal currency. But for iOS, purchase content only for real currency.
You can do this. Lots of apps Uses this technique for motivating users for in-App Purchase. But all the updations upon coin expenditure should take place on application level (and your server if you are using server)
And coins only purchased from in-App Purchase
There are a lot of apps that provide its own "currency", for example some games can sell you coins, and with this coins you can do some other things.
The only thing you have to be careful with is that those coins are only bought inside your app trough In-App purchase. If they are not, Apple will reject it.
I'm building kind of a mobile marketplace on which users can offer and buy services that are only valid for a short time (for example, 5 hours).
Is there a possibility to implement a in-app payment method (in iOS/Android) for that? The problem is that in "normal" in-app purchases you have specific, pre-defined goods or services that are bought in the app. In my marketplace, user can offer lots of different services themselves (various products, prices, etc.) so specific products wouldn't help.
Thanks in advance and kind regards,
Clemens
I can only speak for the iPhone
And as you have figured out already, it is not possible. You have to create all your in-app-purchase products in iTunes Connect, and they all have to be reviewed by apple.
And if you mean physical goods when you say "various products" then it isn't allowed anyway.
IAP is only allowed for stuff that is used inside your app.
This answer is about the iOS app store, from what I understand the Android marker is basically the wild west.
The obvious solution is to sell people "tokens" of some sort in the app, then let them trade those tokens to other users for their products/goods/services. Then you need a way to redeem people's tokens for cash, presumably keeping a modest cut "for the house". I don't see anything in the App Store TOS that would outlaw that.