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Re:iPhone vs Android app sales: numbers from an indie developer by dpcan on Friday August 26, 2011 @05:33PM (#2930049)
Android users are paying, I can attest to that as well. Mind sharing about how high you rank on iOS?

Also, I just went to download BridgeBasher. Your game wants crazy permissions. Why should a game have to update my SD card contents, need my location, AND have access to device calls and identity?

Re:iPhone vs Android app sales: numbers from an indie developer by Macha on Friday August 26, 2011 @06:12PM (#2930154)
1. Save files. 2. Targeted ads 3. To get a unique identifier for the phone. (I.e. ads again)

Number 3 is an example of Android permissions being insufficiently granular. It's nice that you know when installing apps that they can get a unique identifier (which until iOS5, apps always had access to on iOS. It's randomised or something on iOS5), but its also a nuisance that it requires giving other permissions too.

Number 2 and number 3 are arguments for being able to refuse apps permissions like you can do with iOS location settings.

Re:iPhone vs Android app sales: numbers from an indie developer by avgarrison on Friday August 26, 2011 @06:14PM (#2930162)
The permission requirements are ridiculous, but are required for Mobclix. I would like to get away from all that, with a single requirement for Internet.
Re:iPhone vs Android app sales: numbers from an indie developer by SomeCallMeTim on Friday August 26, 2011 @09:28PM (#2930536)
Location permissions are optional. I use MobClix, and I don't ask for location.

I might be able to get higher eCPMs if I had it enabled, but between GPS taking more battery (for fine location information) and people being hesitant to download apps that track their location, I'd rather have the higher distribution and happier users.