See Ubisoft and selling EXP boosts so you don't have to grind as much in Assassin's Creed. They decided to make it a grind to encourage you to buy the "solution".
Apple has not provided any incentive for people to retain customers by any other mechanism than in-app purchases. Not on iOS, and now not on OS X. Strictly speaking, Steam also doesn't have a way to give a discount to people for upgrading, and yet I've bought several sequels at a modest discount because they support bundling and the bundles are prorated.
However, while a bundle of Red Dead Redemption 1 & 2 might not need an explanation, a bundle of Photoshop N and N+1 is only good for giving a discount for upgrades.
If Apple is interested in turning back this Doom Clock, then support for bundling, and taking a smaller cut of app purchases than in-app purchases would, I think, function as a carrot and stick combination.
The fact that they can't handle refunds also does not help.
They really should just support paid upgrades. Just provide a framework/system for it and make it a normal thing.
However, a search suggests that this feature was announced 2 years ago next month. Which is one of those grey areas where advertisers say "hundreds" and the potential customer thinks, "347" whereas the advertiser means "147".
So, you're right, and thank you for the update, but also I'm keeping an eye on you...
Why delineate between the haves and the have nots? Between the kids with access to disposable parental income and the kids that don't? Why make that part of online life of children at all?
/s
Education is a hard market to break into and build adoption of a new product. Budgets are very constrained or virtually nonexistent... in America some teachers even have to purchase classroom supplies or tools with their own wages.
With that in mind (and maybe other reasons that I do not know), Prodigy took the decision to offer their service to schools and teachers at no cost, otherwise it would’ve been much more difficult to build adoption in that market. It’s very hard to convince teachers, schools and boards to allocate budget on a new initiative, when they are already spread so thin.
Now to build a service like prodigy, it takes game artists and developers to build the game, web developers to build the website and teacher dashboards, teachers to build the prodigy math curriculum, and then all the supporting teams too; data scientists, product owners, testers, operations, etc.
They either need some sort of investment or revenue stream to make the company run; and this is where they adopted a freemium model.
This is a great rule. As a father of similarly aged kids (10, 9, 4) this is exactly what I would like to have happen at my house. Unfortunately, I have found games like this difficult to surface on the app store. Is there a decent source for games like this?
Also, Apple needs to think of the impact that the prevalence of these kinds of apps has on their revenue - I spend money on steam, epic, ps4 games etc. mostly because this isn't an issue. (Or is very clearly signposted) But I am unwilling to spend money even on iphone games that are really enjoyed because the antipatterns discussed in this post have made it difficult to trust the vendor. The bottom line is, if I could trust them, I would spend more.