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The $0.99 Problem

35 点作者 EvilTrout超过 15 年前

6 条评论

bd超过 15 年前
You don't have to earn all your revenue just on purchases of the application.<p>It is also possible to sell virtual goods from within your (cheap or even free) application:<p><a href="http://www.insidesocialgames.com/2009/11/30/ngmocos-free-to-play-iphone-games-hit-the-top-grossing-apps-list/" rel="nofollow">http://www.insidesocialgames.com/2009/11/30/ngmocos-free-to-...</a>
Wilduck超过 15 年前
This is an interesting and definitely non-trivial economic issue. What we're presented with it the classic supply and demand pricing problem, with some fun complications.<p>I'm assuming a horizontal supply curve (and marginal cost approaching zero), which implies that pricing comes down to substitutability and demand.<p>The pricing strategy in the article implies that to break into the top 10, your app has to be priced at $.99. To me this suggests that quality apps are perfect substitutes, and are selling at as close to marginal cost as possible. Once you fall out of the top 10, however, the competition is more monopolistic, and you can raise your price such that you sell the quantity where marginal cost equals marginal revenue.<p>This seems backwards to a traditional market, where the competition is more monopolistic in the higher quality products, and more perfectly comptative in the lower quality products. <i>Interesting</i>.
pronoiac超过 15 年前
Oh cool: this article's from the Canabalt makers.
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icefox超过 15 年前
At the end of the article he makes the assumption that he would sell 50K no matter what the price is, but earlier in the article states that decreasing the price can raise you in rank which can be 10X the units sold...
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robryan超过 15 年前
Don't really know anything about the app store but maybe there should be some sort of listing by rating of people that have paid for it?<p>It seems a bit stupid that to see more copies you need to have a high volume to crack into a best selling list.
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gojomo超过 15 年前
Why does the project have to pay back its 2 months' development costs in just an initial surge of 2 months' sales?<p>Sure, games are hit-driven and their sales peak early... but the iPhone/Touch platform is very young and still growing. These games will still be playable and sell in small quantities years from now, when the platform's installed base is much larger.<p>Maybe the only "problem" here is impatience?
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