iOS dev’s sales test shows value in iPad/iPhone universal apps
iOS developer Kevin Ng has released results from an experiment he conducted with his app Kick Flick 2010. Early last month, Ng released a free update to the iPhone and iPod touch version of his app adding support for both the iPad and the iPhone 4 Retina Display, bundling this into a single $1 application rather than following the approach of other game developers in releasing a separate premium “HD” version of the game. In reviewing the past month of sales results, Ng believes that the figures make a “compelling argument” for iPhone developers to include iPad support for free in existing apps rather than charging customers twice for the same product.
Ng constructed a graph of sales starting with its initial release in July, noting that additional purchases following the update almost matched the launch spike. Two weeks after its initial launch, Apple chose to feature the game in the iPad section of the App Store, leading to an even larger surge. Ng believes that providing support for both iPhone and iPad in the same, inexpensive app resulted in the application getting better exposure by being noticed and featured by Apple and by hitting top application charts in both the iPhone and iPad sections of the App Store. Ng notes that since the iPad and iPhone versions are the same product in the App Store, sales on either platform contribute toward the sales rankings in both sections. From this experience, Ng concludes that it makes sense for developers to add iPad support to their existing apps rather than charging extra and feels that this situation is “Win-win for the developer and the customer.”
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