My First Experience With In-App Purchases

Posted on 05 Aug 2009 by Josh Gard

When Apple released the iPhone OS 3.0 update in June, it introduced the ability to upgrade or enhance third-party apps from within the app itself, using what is called In-App Purchasing.

As I don’t play any games on my iPhone, which are the apps that take advantage of in-app purchasing the most, I had not had an opportunity to actually experience the process first hand. That is until today.

I’ve been using the push notification app TweetPush since I reviewed it last month (link) to receive alerts on my iPhone as soon as someone sends me a direct message on Twitter, or mentions my username in a tweet. TweetPush has adopted a subscription model for their push notification service, charging 99 cents for 30 days of use.

Since the initial 30 days was included in the purchase of the app last month, I was coming up on the date I’d have to extend my service to continue receiving push notifications. I decided to purchase another 30-day subscription, and began the process using a button in the app’s setting screen.

Tapping the “Purchase Credit” button in TweetPush’s settings brought up a menu listing the various items I could purchase: 30 days for $0.99, 120 days for $3.99, or 150 days for $3.99. I’m not sure if the charge for 120 days and 150 days is in error or is supposed to be the same at $3.99.

I decided to go with the 30 day option, since I’m still holding out hoping that Boxcar (another Twitter push notification app I reviewed) will get updated with the one feature I really like in TweetPush: a sound that’s unique and different than the iPhone’s voicemail and default SMS notification sound.

After tapping on the upgrade option I wanted, a message popped up asking me to confirm my purchase by tapping on a “Buy” button. After a tap on the button, filling in my iTunes Account password (I don’t save it on my iPhone), and a few seconds while TweetPush “confirmed my purchase”, my in-app purchase was complete, and my TweetPush settings now reflected the new expiration time.

The in-app purchase process was very straightforward, and best of all, not at all confusing. The whole transaction took place within the app itself, making it feel very streamlined. I can only imagine how slick this process will be for games when the user wants to add additional levels. You could almost just do it during the game play.

This is definitely a small thing that makes a big impact after it “just works”. I may even have to install a few games that take advantage of in-app purchasing just to be able to do it again! Maybe. ;)

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3 Responses to My First Experience With In-App Purchases

  1. DocGo says:

    I wonder about in-app purchases…for example, in the app "Comics", you can buy more comicbooks within the app. If you delete the app and reinstall the app, will your previously purchased comics still be available for re-download?

    • LiteBytes says:

      I'd assume so. Enigmo lets you buy additional level packs using in-app purchases. When you re-install the game, it lets you grab these again for free. Don't see why any other app would be any different.

    • Thomas says:

      I actually asked that question myself — I even asked the PR agent who gave me the app review code, but I think he might have missed that e-mail.

      As far as I can tell "Comics" doesn't know whether or not you've bought a comic before. I deleted and re-downloaded a free comic for the review and didn't see any pop-ups a la the App Store.

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