In-appPurchases

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    Apple clarifies how tips should work in iOS apps

    by 
    Rob LeFebvre
    Rob LeFebvre
    06.09.2017

    After a recent crackdown on tips within various live-streaming and messaging apps -- particularly in China -- it looks as if Apple has finally made it official. If an iOS app allows tipping now, it will have to do so as an in-app purchase. That means that Apple gets 30 percent of all "tips" processed this way.

  • AOL

    Amazon refunds $70 million your kids accidentally spent in apps

    by 
    Andrew Dalton
    Andrew Dalton
    05.31.2017

    Last year, a federal judge ruled Amazon was on the hook for tens of millions of dollars worth of unauthorized in-app purchases made by kids in free-to-play apps. This week, the online retail giant officially started issuing over $70 million in refunds to eligible customers as part of its settlement with the Federal Trade Commission.

  • Amazon owes parents cash refunds for their kids in-app purchases

    by 
    Richard Lawler
    Richard Lawler
    11.11.2016

    Back in April, a judge found Amazon liable for in-app purchases made by children without their parent's permission, and now he's established a method for the retailer to pay them back. According to Reuters, Amazon will have to set up a notice-and-claims process next year to let parents know they're eligible for the reimbursements.

  • Snapchat closes its lens filter store despite decent sales

    by 
    Steve Dent
    Steve Dent
    01.06.2016

    You probably wouldn't give up hundreds of thousands of dollars in revenue a month, but then you're not Snapchat. The social app will close down its popular lens store this Friday after opening it just a couple of months ago. As a reminder, with the camera in selfie mode, you can add a variety of free or 99 cent filters that make you a snowball target (above) or let you puke out rainbows, for example. The company will let you keep the lenses you've already bought, of course, and will eventually offer many of the paid lenses for free.

  • David Paul Morris/Bloomberg via Getty Images

    Use Android Pay to handle your in-app purchases

    by 
    Billy Steele
    Billy Steele
    12.15.2015

    Android Pay has been handling mobile payments for the Google faithful since September, and now it's ready to lend a hand inside apps. Starting today, you can use Mountain View's payments system to complete in-app purchases. Instead of having to pull out your wallet and manually enter card info, you can now easily tap the Android Pay button and confirm your details for quick transactions. The new addition gives Google's payments system a feature iOS users already had with Apple Pay.

  • Kanye West hates in-app purchases on kids games

    by 
    Richard Lawler
    Richard Lawler
    10.09.2015

    When Kanye West runs for president, we know what at least one item on his platform will be -- and there will probably be plenty of parents agreeing. We guess he doesn't consider his wife's app a "kid's game," though, considering it's using the same in-app purchasing scheme, and she advised parents just last year to make sure their purchasing controls were set. Fuck any game company that puts in-app purchases on kids games!!! — KANYE WEST (@kanyewest) October 10, 2015

  • Netflix now lets iPhone and iPad users sign up via its app

    by 
    Steve Dent
    Steve Dent
    09.25.2015

    If you want to watch Netflix without setting down your iPhone or iPad, you can now purchase a subscription directly from the app and pay using iTunes. The streaming company amusingly revealed the news using via a clip from Orange is the New Black (below) that shows inmates Crazy Eyes and Taystee trying to figure out Siri. Netflix has had iOS apps for over five years, but until now, you've needed to purchase a subscription over the web or on an Apple TV device. As Variety points out, Netflix may have avoided in-app buys due to the steep 30 percent fee charged by Apple.

  • Google won't call games with in-app purchases free anymore (updated)

    by 
    Steve Dent
    Steve Dent
    07.18.2014

    The European Commission has said that while Google addressed its concerns around games with in-app purchasing, Apple has yet to offer a strategy. Following hordes of complaints by outraged parents, the EU asked both companies to implement changes to the way they sell such apps in their stores. Those include not misleading consumers about supposedly "free" games, not "directly exhorting" children to buy in-game items, thoroughly informing customers about payment arrangements and forcing game-makers to provide contact information.

  • Amazon gets rid of in-app comic book purchases in Comixology's iOS app (update: Comixology responds)

    by 
    Dana Wollman
    Dana Wollman
    04.26.2014

    Ever try to buy a Kindle book through Amazon's iOS app? Good: then you understand how Jeff Bezos feels about giving Apple a 30 percent cut. Just two weeks after acquiring the comic-book store Comixology, Amazon is putting the kibosh on in-app purchases in its iOS app so that it can avoid paying Apple a commission. (You can still buy comics from the Android app.) As a result, the iPhone and iPad apps are being retired; you'll instead need to download a new version that forces you to purchase comics through Comixology's mobile website. Once you complete the transaction there, you can go back into the app and sync your account so that you download any new purchases. All told, then, it's just like buying Kindle books on iOS, which is to say, it's a less-than-seamless experience. As a peace offering, Amazon is offering a $5 credit to anyone who's ever bought anything at Comixology. You better hurry, though: that free money expires within 30 days. Update: We've since talked to Chip Mosher, Comixology's VP of Communications and Marketing, about the change. Here's what he had to say regarding the reason behind the removal of the digital storefront: "As we move to complete the acquisition with Amazon, we are shifting to the web-based purchasing model they've successfully used with the Kindle, which we expect will allow us to strike the best balance between prices, selection and customer experience. There are many advantages to shopping at comiXology.com. Because of the content restrictions our mobile partners have, shopping on the web provides even greater selection of comic books and graphic novels. iOS customers will now be able to save money with comiXology's exclusive web-only Bundles, take advantage of Subscription features and enjoy eGift Cards. We also made our website more tablet/mobile friendly on all devices to make the purchasing process that much easier. And in Safari on iOS, customers can easily save a shortcut to our webstore with the "Add to Home Screen" feature. In the new Android 3.6 upgrade we have a new comiXology in-app purchase system and a great new shopping cart, one of our most requested features. In the new app, customers may be prompted to update your payment information to continue purchasing books. This is a one-time action after which you can purchase inside the app." As for whether Marvel and DC apps will also have their digital storefronts removed -- both apps are powered by Comixology -- he said that "would be a better question for them." We've reached out to both Marvel and DC for a response.

  • Apple now warns users of in-app purchase settings in iOS 7.1

    by 
    Alexis Santos
    Alexis Santos
    03.12.2014

    Sure, Apple's legal scuffle over in-app purchases made by misbehaving youngsters has ended, but the firm's added a precautionary measure to avoid additional costly mishaps. Among other changes included in iOS 7.1, Cook and Co. snuck in an alert after micro-transactions that tells users similar payments can be made for the next 15 minutes without entering their password. Of course, the notice also directs the wielder of the iOS device to adjust the restriction if it's not to their liking. The 15-minute policy is far from new, but the message is likely a welcome -- albeit tiny -- addition for parents with shopping spree-prone offspring.

  • FTC says Apple's gotta pay for your kids' in-app purchases

    by 
    Michael Gorman
    Michael Gorman
    01.15.2014

    In my day, when a kid spent his parents' money when he wasn't supposed to, a form of indentured servitude ensued to pay off the debt. These days, courtrooms and federal agencies are the parentally-preferred sources of remuneration. Today, Apple settled up with the FTC over a complaint filed by the Commission many moons ago regarding in-app purchases made by children without mom or dad's consent. Why should you care? In truth, you shouldn't. See, Apple already went to court over this very issue, and agreed to refund these unwitting customers hoodwinked by their genetic spawn months ago at the conclusion of a class-action lawsuit. Thing is, the FTC complaint is separate from that lawsuit, despite the fact that it concerns the very same issues -- today's announcement merely tidies things up by putting the issue finally and completely to rest. The outcome of both settlements is that Apple modifies its billing practices to get express, informed consent before allowing in-app purchases, and allow that consent to be withdrawn at any time before the end of March. Additionally, Apple's gotta refund at least $32.5 million dollars to affected customers, and should it send out less money in settlements, then the difference will be paid to the FTC. Apple's not so keen on the FTC's announcement, but an internal memo from Tim Cook obtained by Recode confirms that this settlement with the Commission is entirely duplicative of Apple's ongoing lawsuit settlement efforts. Gotta love governmental redundancy, right?

  • Cut the Rope 2 perfects the art of having in-app purchases without being a jerk

    by 
    John-Michael Bond
    John-Michael Bond
    01.06.2014

    With the rise of freemium gameplay and in-app purchases comes the occasionally awkward growing pains of figuring out when profits hamper gameplay. At its worst, this trend has brought about the addict-taunting wait times between lives imposed by titles like Candy Crush. You either pay them or wait 30 minutes to play again, or move onto another game that doesn't nickel and dime you. Candy Crush is also the king of another vile new habit for mobile gaming; giving you single-use power-ups that can then only be earned again by purchasing more. There's no other way to earn them other than the power of the dollar. Thankfully, a recent title has reminded us that not all freemium games are born from gameplay-ruining profit motives. Some developers actually care about making their games fun first, and wildly profitably second. ZeptoLab, makers of the popular Cut the Rope series, is one such developer, and its solution to the payment-for-power-ups issue has warmed my heart. It brought me back to a game I enjoyed, but felt like I could never properly finish without opening my wallet. Every day, Cut the Rope 2 gives players the chance to win free power-ups. Immediately upon opening the app, you're presented with four butterflies and asked to pick the prettiest one. Depending on your choice, the game gives you between one and 10 of any given power-up. This gives you the opportunity to keep playing the game strategically using power-ups without paying more than the initial US$0.99. If you want to play like you're Richie Rich, throwing balloons and candy rain around all willy-nilly, you still have that option. This iOS-exclusive game is the first time we've seen such a reasonable compromise in the battle between profit and playability. We reached out to Semyon Voinov, co-founder and creative director of ZeptoLab to ask what inspired the company to take this approach to in-game purchases. "Mobile gaming is in a constant state of evolution and it's clear that free-to-play is the direction the market is headed. There's a balance between paid and free gaming that we're very mindful of, and we'll be using both models in our Cut the Rope and future games. But aside from that, what we're primarily focusing on is designing beautiful, fun and entertaining games that people will love. We designed Cut the Rope 2 so that you can enjoy it without having to pay for power-ups, and one element we added as a reward for regular play is the opportunity to earn free power-ups." That's a refreshing stance to hear from a developer, especially one whose last title was downloaded 400 million times. Cut the Rope 2 leaves a lot of potential money on the table in the name of being as fun as possible, and it's brought me back to the title day after day. It even inspired me to actually buy a needed power-up out of appreciation for not feeling milked. Voinov is right; freemium is the way of the future. Sadly it's too much to ask that every developer put gameplay above its bottom line. But with Cut the Rope 2, ZeptoLabs deserves special credit for paying attention to the desires of the people who play its games -- the latest update for the title allows players to access bonus levels without spending any power-ups. Instead, they can be unlocked by completing sub "missions" within the game's levels and collecting medals. It provides yet another option for players in a game that already rewards players for creative solutions. We can only hope that more developers try to emulate this customer-friendly approach to in-game purchases, or at least agree to not subject players to arbitrary time limits between levels.

  • GarageBand could go free on iOS 7

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    10.21.2013

    GarageBand could be the next built-in app to go free on new iOS devices. Apple recently updated the icons for its iLife and iWork apps, and according to MacRumors the update page also notes that Apple's music making suite will become a complimentary download. However, to flesh out the application you'll have to pony up for individual instruments and sounds via in-app purchases. This possible price change should let almost anyone live out their music-production dreams, but we hope it doesn't cost more than the app's current $5 price to get the full experience. If Tim Cook and friends follow tradition, we should know more later this week.

  • Google tightens Android app rules for device interference and in-game purchases

    by 
    Jon Fingas
    Jon Fingas
    08.23.2013

    Google occasionally updates its Play Store rules to weed out inconsistent or shady behavior in Android apps, and we're witnessing one of its larger clean-ups today. The company's new guidelines more explicitly ban device interference: titles in the Play Store can't modify settings or other apps without permission, and they can't install bookmarks or icons that pitch a third-party service. Google is also adamant that any in-game purchases of virtual goods must go through its billing system. As usual, new apps have to follow these guidelines right away, while developers with existing apps have a 30-day grace period to make any changes. The policies won't necessarily stop rogue code from sneaking into the Play Store, but Google can at least say that it gave fair warning.

  • Amazon Appstore now accepts web apps

    by 
    Jon Fingas
    Jon Fingas
    08.07.2013

    The Amazon Appstore is no longer just for native Android apps -- starting now, the retailer will also take HTML5-based web apps. Developers can build content using any off-the-shelf tools; Amazon wraps whatever they create in a format that's friendly to those using the Kindle Fire or other Android devices. Publishers who want to integrate more closely with Amazon can also integrate the retailer's in-app purchasing through JavaScript code. Only a handful of web apps are available at launch, including TreSensa's Happy Tree Friends: Run & Bun, an IGN video game news app and Spil Games' Dream Pet Link, but web app developers who want to bolster Amazon's catalog can visit the source link.

  • Usain Bolt added as playable character in Temple Run 2

    by 
    Mike Wehner
    Mike Wehner
    08.01.2013

    The Temple Run series of games are some of the most popular casual games on the App Store, and while the simplicity of the titles can't be overstated -- running forward is really your main goal -- they offered developer Imangi Studios a chance to have some fun with one of the fastest humans around. And so, for a "limited time," Usain Bolt can be bought as a playable character in Temple Run 2. According to AllThingsD, Bolt was enthusiastic about his inclusion in the game, stating that people often joke that they'd like to play as the Olympic champion in a Temple Run title. Bolt's digital self is outfitted in his iconic gold and green Olympic garb and costs US$0.99. Oh, and he even performs the runner's trademark pose, because details matter.

  • IMDb updates Android and iOS apps, lets US users buy movie tickets directly

    by 
    Michael Gorman
    Michael Gorman
    07.15.2013

    Last year IMDb updated its mobile application to bring folks HD-quality movie trailers to aid in their cinematic decision making. Today, iOS and Android users living in the US can act on those decisions with the addition of in-app movie ticket purchases. Purchases themselves are processed through Fandango, but doing so merely requires navigating to a preferred movie in IMDb, then choosing your preferred theater and time. The updates are available now, so head on down to the source for the new digital goodies -- Monday movie night awaits!

  • Parents who sued Apple over in-app purchases can now claim compensation

    by 
    Sharif Sakr
    Sharif Sakr
    06.24.2013

    Apple's dedicated "in-app purchases litigation administrator" has had a busy few days. According to CNET, he or she has been emailing some important news to the 23 million parents who've been involved in a long-running class action lawsuit over in-app purchases racked up by their kids. The email says that individual claims for compensation can now be sent to Cupertino as per the terms of the original settlement back in February. Disputed transactions under $30 will qualify for a nominal $5 iTunes voucher, while bigger bills may be fully refunded in cash -- but only for strings of purchases made within 45 days of each other, back when there were no repeat password requests or disclaimers to get in a seven-year-old's way. There's a deadline of January 13th, 2014 for at least some types of claim, by which point Apple's litigation administrator may well find themselves diverted to another urgent case.

  • Apple posts 'Learn more about in-app purchases' in iTunes

    by 
    Kelly Hodgkins
    Kelly Hodgkins
    04.26.2013

    Apple has been steadily beefing up its in-app purchasing policy to prevent children and adults from inadvertently buying items from within an app. As spotted by App Advice, Apple recently added a new disclaimer about in-app purchases to its App Store on the iPad. The new "Learn More About In-App Purchases" page explains what in-app purchases are and how they work. Apple also gives tips on how to limit in-app purchases using parental controls. You can find this page in the featured section of the iPad App Store, directly below the "What's Hot" section. There you will see a "Learn More About In-App Purchases" card. Tapping on it will bring up the full page. Right now, this information is only available on the iPad. We assume it eventually will land on the iPhone App Store and the iTunes desktop version.

  • Kids' iPad magazine Timbuktu rethinks in-app purchasing model

    by 
    Mike Schramm
    Mike Schramm
    04.22.2013

    Timbuktu is an iPad magazine meant for children, and as our friends over at TechCrunch have noted, its developers recently rethought how it implements in-app purchases. The previous incarnation of Timbuktu (and most famously, Smurf Village, among others), made in-app purchases too tempting and easy for children. The result was high rates of in-app purchases, which was good for the company, but bad for parents who didn't approve of the large associated costs. Before, Timbuktu had little virtual bubbles that you "popped" to make an in-app purchase. The interface was clearly designed to pique childrens' interest, perhaps too much so. Now, Timbuktu has implemented a subscription plan, so that parents can buy lots of content all at once, and then kids can be free to discover it themselves without accidentally spending any money they're not supposed to. That definitely sounds more reasonable. It's worth noting that there are other ways to block in-app purchases. For example, Apple's Restrictions settings lets you to disable all in-app purchases entirely. Also, you can customize the amount of time iOS will require your Apple ID between successful App Store purchases. By default, it's set to 15 minutes. Keeping your children from spending too much on in-app purchases is an avoidable problem, and it's good to hear companies like the makers of Timbuktu are taking steps as well.