Summary In-App Purchases: iOS Development

Johannes Ruof
A free video tutorial from Johannes Ruof
Meixner & Ruof
4.5 instructor rating • 29 courses • 71,737 students

Lecture description

We revisit what we have learned about In App Purchases

Learn more from the full course

iOS Development - App Monetization for Swift 3 & iOS 10

We learn about AdMob, the Facebook Audience Network, In App Purchases and other ways to monetize our applications

03:27:32 of on-demand video • Updated October 2016

  • Be sophisticated with different monetization options for iOS apps
  • Implement advertisements with Google AdMob
  • Implement advertisements with the Facebook Audience Network
  • Implement reward based video ads
  • Implement In App Purchases
  • Know about many other options of monetizing your applications
English [Auto] In Lost videos we've learned about the iTunes Connect dashboard and created an app including app ID inside the member center. We've also created in-app purchases and earn about consumables as well as non consumables. In ex-cult we created an AI app help file which we can now use for all of our future projects. All of those templates are as always included no code cheat sheet project that you can download along with links that will provide you with additional information on the topic. Now this time we're not going to talk about what are the advantages and disadvantages because I much rather want to talk about the things you should keep in mind when implementing in-app purchases since their introduction in App purchases are a great way to monetize apps which are free to download especially games have taken advantage of this so-called free to play concept. In this scenario you offer the game for free but the player is able to buy upgrades or additional game modes or levels. But before you choose this monetisation strategy I want you to keep in mind that there has been a development of people being annoyed and kind of having a negative attitude towards the so-called pay to win way of playing a game because it basically means that you can only really be successful in a game if you are willing to spend money on it. So ideally you want to make sure that your purchases are as fair and transparent as possible so in case plays do spend money they rarely get something in return. But they don't get a super unfair advantage over the free players. This can be quite difficult at times. From a developer's perspective you do want your users to spend money on your application after all. When we go from games to utility apps it's always a good idea to just make some features paid but have a basic functioning version of your app for free. And another popular in a purchase is getting rid of ads. A lot of users are willing to pay a small fee to get rid of ads especially those interstitials. So there's always a great opportunity for you to make some money which is playable to most type of it's in the last chapter. We've talked about consumables and non-consumer but there are also two subscription services that you can provide but those are usually only relevant for newstand apps. Which is why we haven't talked about them in this course. However if you are actually working on an app that would be a great fit for such a service we provided you with all of the things you need to get all of the information in the resources. Now we're done with all of the hands on projects of this course and I really hope you guys have learned a lot and you're ready to put your newfound knowledge to good use and turn a great apps you've created into a reliable income source. In the next part of this cause we'll do a quick recap of everything and compare paid apps to sponsoring and the latter being more of an option for developers that have already established successfully.