"No matter what price we choose, we always make the same revenue"(plus.google.com) |
"No matter what price we choose, we always make the same revenue"(plus.google.com) |
Try $3. I think it was a coincidence $5 and $1 had the same revenue. The maximum revenue price point should be in between. // guy who studied first year microeconomics.
Sounds like it's time for 2 versions of the product : (i) The almost-full-featured version ($1) and (ii) The super-duper gold-plated version ($2). The removed feature doesn't even have to be very useful : You might lose 10% of the $1 value people, but snag 25% of the $2 value people (who just want some justification for paying the full value to them).
iSomething = $X
iSomething+ = $X+100
iSomething++ = $X+200Think of games, for example, where you could sell the basic version for $5, then big chunks of DLC for a few dollars apiece. So you get your game into the hands of anyone willing to pay a small fee, in the hope that those who like it will continue to pay additional small fees for more content.
Joel Spolsky wrote a pretty good piece on capturing the consumer surplus: http://www.joelonsoftware.com/articles/CamelsandRubberDuckie...
edit: or is there a good reason we shouldn't do this?
God forbid, Google starts posting their product news/updates on Google Plus. Then, I would heartily agree with your solution.
Even though the axioms (assumptions) for rational choice are rarely met completely in practice, understanding their implications were they to be met is still highly useful.
In very crude terms: $1 x 5x5x5x5x5 is a lot more than $5 x 1x1x1x1x1x1
High sales get you into the top 10 lists which is really worth having (you can call that viral if you're desperate), otherwise high sales increases both the support burden and the likelihood of negative reviews.
However, an app like this has niche appeal (writers) and there is no doubt that exposure within that niche is beneficial. So word of mouth is important, but is not gained by simplistic approaches. Promotion within the niche is likely to be more productive than promiscuous price cutting. For a game, a different strategy would be appropriate.
Edit: I forgot, there is also, extend your product (DLC)
I thought that was Zash's point anyway.
The trend lasted for quite some time until someone released the app onto the pirate channels, at which point my sales almost disappeared. I guess a free option can change the dynamics.
Revenues started growing, month after month, and stabilized after about 6 months.
Conclusion: revenues more than doubled, units sold slightly increased.
$50 game -> 50% off, 100 sales $50 game -> 75% off, 500 sales etc
I agree with some of the posters who suggest splitting into 2 levels of the app at different price points. (Usually, it's better to have 3 levels, but it seems in the App Store, most companies go with 2 to make it easier on customers. I'd love to find some data with evidence that one way or another is better for the App Store.)
http://www.geekwire.com/2011/experiments-video-game-economic...
Too many details to sum up nicely, but one is that when they did not advertise prices changes for CS they say almost perfect elasticity.
http://www.hulu.com/watch/4258/saturday-night-live-first-cit...
http://www.hulu.com/watch/4253/saturday-night-live-first-cit...
Edit: The operative word here is 'might'.
But presumably the authors wants to maximize revenue while conducting experiments. Pricing at the midway point would seem to be the lowest risk way of getting additional data.
(Yes, it's probably a matter of the bonus/bloatware/crapware makers paying the manufacturer to include it vs. customers paying more to not. Flip side is a lot of that stuff _is_ useful, but many users just don't want it there to start with.)
I've just realized I saw something in my line of work too. One of our customers is planning to sell a premium version of their product that has their logo removed.
In general you probably get at least a bit of consumer surplus for everything you buy. The more surplus, the easier the decision to purchase (Of couse I would like to buy that brand new MacBook Pro for 10 bucks, thank you good sir!).
@ half the price and twice the customers you have all the customers who would have bought at the higher price "earning" whatever their surplus would have been + the (half) price - . On top of that you have all of the new customers "earning" a surplus beteen zero and the lower price.
This reminds me of an old article written by Joel Spolsky which explains it quite well.
http://www.joelonsoftware.com/articles/CamelsandRubberDuckie...
It also goes into detail about different pricing models too which I found a good starting off point for a programmer to learn about pricing.