Make in app purchases without downloading app






















Possibly one of the oldest strategies in the book for mobile app monetization is offering your app for free but populating it with ads that are being served by an ad network.

That way the user is happy for not paying for the app and the developer is happy for making some revenue. Now some people might not want their experience to be interrupted at any point by an ad or to be distracted by one. Consumable in-app purchases are items that are used once and then disappear and would have to be repurchased again e. A study by Flurry analyzing a data set of over 57 million purchases across both the Android and iOS platforms has shown that consumable items contribute the most to the overall revenue compared to other kinds of in-app purchases.

So you need to keep that in mind and offer consumable items in a way that fits your app. It can have the power to completely turn off users from your app or compel them to stay and drive them to take actions through your mobile app. Make sure to create an in-app store, having a place dedicated solely to your in-app purchases, that is easy to find and users can access it without a hassle.

Also, keep in mind the order that you are displaying the items in, and make sure to try different layouts and formations and experiment with which items to focus on and push to your users and go with what works for you.

Create visuals or icons for each in-app purchase that will be displayed in your in-app store that will appeal to your users.

You can also use visuals to trick users into buying higher-priced items e. Color psychology is essential when designing your in-app purchases and store as different colors help convey different emotions to the users. You will have to experiment with your price points and see what works best for you. Create different variations of your items in terms of quantities e.

You can also entice them to spend more by offering bonuses or free items on purchase of higher quantities. Another great strategy similar to the previous one is offering bundles where each bundle is a collection of different items that you can buy collectively at a cheaper rate than what you would normally pay for each of the items individually.

You can also bundle the most purchased items with less performing ones to have your users give them a try and maybe push them to purchase those items later on. Limited-time offers are a great way to push your sales. These can be provided in two ways: either a discount on pre-existing items or bundles or providing limited-edition items that are only available only for a certain period of time.

The option revives your dead player and lets you continue playing without losing your score. This is a very popular strategy as it tempts users who were challenging their friends or were very close to beating their best score to use it and continue playing without losing their progress. One of the most popular models, especially in mobile games, is adding time-based actions in the game. This forces the player to wait a certain period of time until an action in the game is accomplished and a reward is given or an item is received.

It also needs to be done in a smart way where you get the player hooked and then introduce a waiting period to complete an action, offering them an in-app purchase option to skip that time. Adding a countdown timer is also recommended for the players to be able to visualize how long they have to wait. Make the waits incremental, where players can wait a small period of time for small rewards and longer ones for bigger, more valuable rewards.

Just like how you need loyal users to get better app ratings and reviews , the same applies to in-app purchases. On average, a user who makes an in-app purchase will do so 12 days after first launching the app. This shows that focusing on user retention is of utmost importance as your users are more likely to make their first in-app purchase after using your app for a while, so you need to focus on delivering an amazing experience that will make them stick around and keep coming back.

First session purchasers will make an average of 2. Many tools that provide behavioral analytics can identify users who are inclined to perform in-app purchases sooner rather than later, or on the other hand, those who are prone to never make an in-app purchase without extra incentives. Improve this answer. I found lucky-patcher. How do I do this APK rebuild etc.?

It sound you have done it before. Could you give a detailed description please? In the list of apps which appears when you open lucky patcher, select the app you want to patch. In the menu which appears then select create modified apk file and then "APK rebuild for in-app and lvl emulations" and then just apply. When the process is finished you will be informed where the modified apk is saved.

Then you install it and just try the in-app purchase. Which one is the official website from where I should download lucky patcher? For example I found multiple that already seem pretty official luckypatcherapkdld. I don't think there is a official site. For downloading I am using these: luckypatchers. I edited in the official site by ChelpuS. You may want to bookmark that. The Overflow Blog. Who owns this outage?

Parental control software can also block apps and in-app purchases, and should be installed before kids get their phones. Many apps prey on our cognitive biases towards money; we understand concrete resources, like having only four apples, very well, but abstract concepts like money are a bit trickier for our brains, child or not.

The trick is to tie it to reality, for them to understand these digital purchases have physical consequences. For example, you might open the various power-ups in a game and have them work out the math relative to their allowance. For example, if kids have an allowance, you can let them spend that allowance digitally on songs or games.



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