The huge success of an AppStore failure
blog.gameized.com
The huge success of an AppStore failure
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Re: The huge success of an AppStore failure
#2Re: The huge success of an AppStore failure
#3Hence I suppose that the piracy factor p = (pirated_copies / legit_copies) is bigger than 1 for most apps - and in many cases a whole lot bigger than one, if the perceived value of the app is especially low.
Re: The huge success of an AppStore failure
#4Re: The huge success of an AppStore failure
#5Re: The huge success of an AppStore failure
#6Re: The huge success of an AppStore failure
#7Yes, there is a lot of piracy and there always will be. The only way around it is to ignore it and keep making software for your real customers - the people who paid for it in the first place.
The other thing you can do is try to use the thieves to promote your product. Hold contests, get them to post on message boards and other junk about your game. Have them post scores to FaceBook or Twitter. Turn them into your "street team" so to speak.
The point is, whining won't get you sales, so stop complaining about piracy and run your business.
Re: The huge success of an AppStore failure
#8http://news.ycombinator.com/item?id=2754480
And what a coincidence, it's both submitters first submissions.
Re: The huge success of an AppStore failure
#9Can you switch to an ad-supported model?