blob: c8823d16293b15e92f092b2a1826c011e69dddf7 [file] [log] [blame]
page.title=Monetize Premium Apps
page.image=/distribute/images/premium.jpg
page.metaDescription=Charging users to download your apps is a simple, convenient monetization model.
page.tags="monetizing", "paid"
@jd:body
<div class="figure"><img src="{@docRoot}images/gp-premium-0.png" />
<p class="img-caption" style="width:300px">Paid app</p>
</div>
<p>
Charging users to download your apps is a simple, convenient monetization
model. After creating your <a href=
"/distribute/googleplay/start.html#merchant-account">Merchant
Account</a>, you <a href=
"/distribute/googleplay/developer-console.html#selling-pricing-your-products">set prices for your
apps</a> in the Developer Console. You can optionally include advertising or use
<a href="{@docRoot}google/play/billing/index.html">In-app
Billing</a> to sell additional features or content.
</p>
<p>
This model could work well for any app or game, but might be particularly
relevant to those with extensive features or that address a narrow niche in
the market. Certain categories of apps, such as games for children, should be
monetized by paying for them up front instead of advertising or in-app
purchases.
</p>
<p>
However, this model may limit your apps monetization potential, particularly
in developing markets. You may be able to achieve greater revenue using the
<a href="{@docRoot}distribute/monetize/freemium.html">freemium</a>, <a href=
"{@docRoot}distribute/monetize/subscriptions.html">subscriptions</a> or
<a href="{@docRoot}distribute/monetize/ads.html">advertising</a> models.
</p>
<p style="clear:both">
</p>
<div class="headerLine">
<h2>
Related Resources
</h2>
</div>
<div class="resource-widget resource-flow-layout col-13"
data-query="collection:distribute/monetize/premium"
data-sortOrder="-timestamp"
data-cardSizes="9x3"
data-maxResults="6"></div>