Apple In-App Purchase for answering quiz [closed] - ios

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I have ben looking over and over in apples guidelines for In-app purchases but cant seem to find the answer.
Im making an app that has a weekly quiz presented to the user. What I want to do is charge the user for the answer he gives to the question with In-app purchase.
So my question is would it be ok to charge a person for an answer to a quiz according to apple? Any app out there that does this?
Thanks for any help!
A little clarification...
The user pays ex 70 cents to send his answer. He is then able to win prizes for example an iPad for the correct first prize answer.
EX. What day is US independence day?
Answer 1: 4 August
Answer 2: 4 June
Answer 3: 4 July
Answer 4: 5 July
(On iphone press the answer that is correct it costs 70 cents...)
The user pay for his answer and is then able to win prizes. Off course multiple users will have the same correct answer in this manner there will be a random selector of the first prize winner.

You should worry about at least these two rules:
11.3 Apps using IAP to purchase physical goods or goods and services used outside of the application will be rejected
20.4 Apps that allow a user to directly purchase a lottery or raffle ticket in the app will be rejected

The rule of thumb is in-app purchase works with electronic content only. IF it's a physical real-world product or service you are out of luck. As long as it doesn't fit into that category Apple seems happy to take 30% of whatever it is you can convince people to purchase.

You need section 11 of the App Review Guidelines for iOS. App Store Review Guidelines
Based upon my reading, I think it will be fine.

I suspect this would probably get through, although it might be something that they decide on the day that they don't want in the store. From the App Store Review Guidelines linked by #Cameron:
We will reject Apps for any content or behavior that we believe is
over the line. What line, you ask? Well, as a Supreme Court Justice
once said, "I'll know it when I see it". And we think that you will
also know it when you cross it.
An app that needs payment for an entry into a sweepstakes-style competition might sound a little too close to being spammy, but it might come across as totally legitimate. Up to how you present it, I suppose.
A consumable IAP would be what you're after here, with some in-app/server logic to work out whether the user has already answered that particular question (given that you're going to need server-side stuff to work out who has answered, who did it first, etc. etc.). This means that you won't need a new IAP product for each week, just the one quiz module. In your UI you can modify the question based the week, check if the user has already answered it, and if not allow them to purchase the consumable IAP product. Next week, same process, same product, different question presented to the user via info from your server.

Thats gambling. If Apple allowed that the whole app store would be penny auction apps. not gonna fly.

I would prefer you use PayPal in your application, there will be no chance of application been rejected.
Hope it helps......

Related

How to know if Apple has received our appeal/how long does it take Apple to respond? [closed]

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My app was rejected. We appealed one week ago this Friday, including documentation and some screen shots.
We have heard nothing back yet. I received an email that they did receive the appeal.
How long does Apple take to review an appeal?
Usually the apple review team responds in 24 to 48 hours after appealing. Although this time may vary depends on the complexity of your case.
My suggestion is do not ping them too much & if you have submitted an appeal. Keep it patient & wait for at least few days. They will surely respond on time.
Another most important thing is you should keep using good & kind language tone while communicating to the review team. Other wise it can be the worst case & you can get your account suspension.
So my suggestion is be kind & patient.
Important Note :
This suggestions I am giving based on my past experience just to make sure anyone could not face such weird issue again.
What happened in my case was my application was not getting into review since more than 20 days. I kept messaging them & asking about the status. I even appealed them why it's getting much delayed. Every time I got response like review team is working hard & your app will be reviewed soon.
At one stage I loose my temper & I have given them examples of the other publishers who get their apps live even after they have uploaded their apps. Apple review team found this behaviour bit rude & sadly it ended up with suspension of my account permanently. It was a huge loss as there was few live stable apps all got removed from store due to suspension.
Hope this helps to everyone.

App Rejected for "resembles Pokemon" [closed]

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This is the message from apple:
"Your app or its metadata appears to contain misleading content.
Specifically, your app includes content that resembles Pokémon.
Please see attached screenshots for details.
You will experience a delayed review process if you deliberately
disregard the App Store Review Guidelines, ignore previous rejection
feedback in future app submissions, or use your app to mislead or
deceive users."
My app is a Pokdex and is supposed to contain images of Pokemon.
How come there are other Pokedex apps in the app store with Pokemon images?
What should I do for this to get approved and how do I get approval from the copyright owners?
Stack Overflow isn't the best place to discuss App Store rejections of this nature, but I'm probably in a good position to give some insight on this. :)
I shipped a Pokédex app on the App Store named iPokédex back in 2011, using official art assets and pictures from Bulbapedia. Within a month, I received an email from Apple stating that the Pokémon Company International had filed a copyright claim against my app and asked me to sort it out with them.
I emailed Pokémon's General Counsel, and they replied with a very detailed email saying that the Pokémon Company does not allow unlicensed third party Pokémon apps on the App Store and asked me to take it down. I (borderline tearfully) took it down at the end of that week.
This year, I was lucky enough to get a chance to visit Pokémon HQ up in Seattle and met that counsel directly. I put the question to them again directly asking if there was ANY way a third party indie could get licensing permission for a Pokémon app, and they flat out said no. They operate on a corporate scale much larger than that in which an indie can participate.
In the past, Apple has been very lax when it comes to copyright infringing apps. They'd allow anything on the App Store, and only when the original party filed a suit, they'd start acting on it.
That seems to have changed in recent times, probably now that Pokémon GO, an officially licensed app, is on the App Store and the popularity of Pokémon on the store has skyrocketed as a result.
I talked to one of the App Store review team members at WWDC this year, and they said they're starting to be a bit more proactive about copyright. If you're making an app about a popular intellectual property, they might require you to supply documentation stating that you have official permission to use that property. Pokémon GO probably ensured that Apple scrutinizes most Pokémon app submissions in that way now.
Any existing Pokémon apps on the App Store might have avoided that scrutiny initially, but they'll be at risk of it happening to them every time they do an app update now.
There's no easy way to say this, but it's highly unlikely you'll get official approval from Pokémon, and without it, Apple won't let you publish your Pokédex app. The counsel assured me that any and all existing Pokédex apps in the App Store will eventually get the same copyright claim that I did in 2011.
I'm sorry. If it's any consolation, you're not the first Pokémon fan to which this has happened.

App Store: Make in app purchase item free for 1 day

I have an app that is free but contains a in app purchase item that cost 2 dollar.
Is it possible to make this in app purchase item free for 1 day? If I make it free will the user purchasing the item just get up 0 dollar when he tries to purchase it?
Update
Unfortunately I misunderstood what was asked by Nissefar. Sorry, Nissefar.
Below is a completely unrelated text (the original). I'll probably delete it eventually.
I'm only writing this as an answer because I don't have enough reputation to comment.
You could use consumables. Make the user buy time to use the item. This requires a backend server for your app, responsible to manage the bought time.
If you really want to disable the purchasing for one day, you can do it as well. When the user buys it, the server is notified, manages what has to manage, and tells all devices the item was bought. All devices disable the possibility to buy the item. Whenever the app starts you ask the server if the item is available or should be set to be bought.
Study a little about In-App Purchases, and you'll know what's the best solution to your undetailed problem. Also, if you don't know how your server can notify all devices, study about push notification.
I know this answer isn't very complex, but your question is very simple. You should have explained better what you want, as well as to all solutions you though and their pros and cons. What have you tried to do already?
I'm not expecting you to aprove this answer, only to improve you question. Detail it a little better, and explain what you've tried and the solutions you've considered.

App rejected because of "Gifting" feature in my iOS App [closed]

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In my app people can send each other virtual gifts which they can use within the app.
Gifts can be purchased using Coins.
Coins can be purchased using Consumable in app purchases.
I am storing everything on my server.
Here is what I got from apple.
As indicated in the previous correspondence, your app includes "gifting" feature allowing users to send virtual gift using the purchased Consumable coins and the recipient can use the received item.
It would be appropriate to remove gifting feature from your app.
There is nothing in the AppStore Guidelines regarding "gifting" features. Can someone shed some light on this matter ?
How can I get my app approved while keeping the Gifting feature?
I think, one better solution.
a) you use Terms & conditions page in your app and explain all things.
b) include two things in `Terms & conditions page
1)include an explicit statement in the contest or virtual gift using rules that specifies that Apple is not a sponsor nor is involved in any way
2)insure that the contest or virtual prizes are not Apple products; using Apple products as prizes suggests an inappropriate association with Apple.
I will suggest you to ask them in Resolution Center why should I not use gifting feature in my application as I am following HIG ? Then they will elaborate in more details the reason of rejection and then if they tell you valid reason then you will have to make changes in your app otherwise they will accept your app.
Hope it helps you.

Is such an iOS model possible to implement? [closed]

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I would like to do the following:
Sell a game for $0.99 at launch with no feature restrictions.
If it's less than successful, make it free, but limit some features to in-app purchase (I would do this via an update to the existing app).
BUT, I would like users who originally purchased the app (before it was free) to still have all of the features. In other words, I want to find a way to credit the new in-app purchases to those users, so that they don't have to pay twice.
I would like to do this all with the existing app, instead of making two separate versions of the app (paid and free).
EDIT: it is essential that not a single user ever have to pay twice (i.e. that users who previously paid for the app, do not have to purchase the in-app upgrades in the future).
EDIT 2: It seems like this question has already been answered here: From Paid to FREE w/IAP: Preventing double-charging
Certainly.
The company I work for has done this in the past.
If you know you might want to do this in the future, in your first version store a flag to NSUserDefaults indicating that the user has had the paid version. Then, on your In-App version check this flag and provide the content immediately.
If you already have a version released, you may have to look for something that you are already storing, e.g. the user has a highscore greater than zero to indicate that the user has already purchased the app. (There will be a small number of users that may have downloaded the app but not opened it and these users may be charged twice).
Yeah, it is. Before you Update your app with FREE version, you add all users that have paid for it serial number "PAID"(or something), and everything else is just conditional statements(if-else). Congrats!

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