To charge or run ads? An iPhone dev’s dilemma
by Guest Author on March 23, 2009

This is a guest post written by Bo Wang from iPhone app developer house Team iBokan, part of Bokan Technologies, about the lessons learned while conducting a pricing experiment on brick game Galaxy Impact, the company’s first iPhone application. For a different take on paid versus ad-supported iPhone apps, read our previous post.

Galaxy Impact, a classic brick-break game and the first iPhone app created by Team iBokan, went on sale in iTunes App Store on Oct 27, 2008, free of charge. It had about 220,000 downloads in its first two weeks and was ranked as No 10 in “Top Free Apps” in the Game category and No 20 in “Top Free Apps” overall, before we started charging a $.99 fee for purchases on Nov 9th 2008.

(Details after the jump)

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