This is the second of our four part series discussing the 4 'P's of the mobile software business.
Price
How will you price your product? Pricing is a thorny issue, with many different strategies. For this post we'll again address two different business models, advertising and direct sales.
Advertising model
The good news is, there are a number of good services that provide references for advertising pricing models. You may look at AdMob, Consumption Junction, or affiliate marketing with companies like Amazon. One thing you can know for sure is that when you're working with massive advertising companies, you are competing with a vast group of other advertisers. As we learned in Marketing 101, competition drives prices down. Turning to these affiliates provides an easy route to many, many advertisers, but you may not get top dollar for your advertising product.
If you sell advertising directly to an advertiser, you have an opportunity to establish the value of your advertising and set your pricing based on that value. Let's explore a concrete example: If your app has specific value to a geographic area (say, a walking tour of Las Vegas), then a local restaurant (like Diablo's on the strip) may find advertising on your app to be incredibly valuable. If you are providing that local restaurant with an average of $300/day in extra business, then you're in a position to charge your customer (Diablo's, in this case) a price directly related to the value of your app to his business.
Direct sales model
If you're selling your app in the App Store/iTunes, then you have a plethora of options for pricing strategies. We'll discuss a few here. All of these merit some thought before committing to a price for your app
Competition-based pricing - Take a look at your competition and what they're doing. First look at how your product differs from theirs, and then look at their pricing models. If you have a much better product, make sure you charge more for it, and let the buyers know why!
Cost-plus pricing - Think about how much you've invested in your app, and then make a nice, conservative estimtae about how many apps you think you can sell (this can be really, really hard if this is the first time you've released an app). Perhaps you'll choose to take it a little further and set aside some budget for promotion. From your projected sales numbers, you can derive a price that you require to make a reasonable profit. This is a great time for a sanity check - is your app going to sell in the volume you require to make a profit?
Variable pricing over time - If your particular product must 'gain momentum' in order to be valuable, consider giving it away for free to a quantity of users. You can then slowly increase your price in order to profit from the network you've built. This is sometimes known as "penetration pricing".
Value-based pricing - If you can help quantify the value that your app will bring to each particular buyer, then you can set your price to make a "win/win" for both you and the customer. Here's a concrete example - if your app is an excellent TI-73 calculator emulator, you could choose to set your price at some fraction of the going rate for such a calculator. You create a win/win situation for your customer, where he saves money on buying another gadget, and you recoup your own costs.
How have you priced your app? What about apps you have purchased - how did you decide that they were a good value?