Google To Stop Describing Games With In-App Purchases As 'Free'
An anonymous reader writes After a series of investigations, lawsuits, and fines over how in-app purchases are advertised and communicated to users, Google has agreed to stop labeling games that use in-app purchases as "Free." This change is the result of a request by the European Commission to stop misleading customers about the costs involved with using certain apps. "Games should not contain direct exhortation to children to buy items in a game or to persuade an adult to buy items for them; Consumers should be adequately informed about the payment arrangements for purchases and should not be debited through default settings without consumers' explicit consent." The EC notes that Apple has not yet done anything to address these concerns.
Free apps with in-app purchases show that fact right under the 'Buy' button. And a simple setting controls whether in-app purchases are allowed at all, require approval, or can go through automatically (default is require approval). And iOS 8 has the proxy stuff for family accounts (parental approval for everything if you want).
How is this Apple 'doing nothing'?
I print, therefore I am.
buy this box of /.-coins and you will be super free, 9.99 just toda
We should be able to filter out adware applications too. I don't understand how people tolerate adware and nag screens on their cellphone. I thought the days of the infamous WinZIP "I agree" were over. I certainly wouldn't use a file browser, instant messaging client or or text editor on my PC with ads. I don't see why it would be anymore acceptable on phones.
These "free" games use the same addiction mechanisms, called operant conditioning, as gambling. I am surprised targeting these at minors is even allowed.
What I wish app stores made it easier to do is to distinguish between apps that offer one-time DLC in the form additional content (e.g. more levels, maps, factions, game modes, etc.) vs freemium apps with repeatable purchases for in-game currency and power-ups (which you need to get around the "free" game's increasing difficulty and enforced waits). The former is fine, and a good way to let people try-before-they-buy, but the latter is a toxic plague of money-grubbing crapware. As-is, I have to do things like drill down into the list of top in-app purchases and read the titles to see if consists of things like "level pack" or "10,000 gems". I'd also love it if they showed what percentage of users buy which in-app purchases, or the median amount of money spent per user on in-app purchases.
Nothing is free. If Google has to explain that to you, you might have a hard time with the rest of your life.
If it ain't broke, don't fix it.
In terms of monentary cost, many useful things are. Free software also used to be less of a crapshoot (is it *really* safe, a virus/trojan, adware, or nagware)?
Apache: Free
OpenOffice/LibreOffice: Free
Java: Free
There were/are also a lot of free utilities that - while not pretty - were basically in the realm of "hey I made this to solve X for myself and thought somebody else might find it useful."
There may be some learning involved to *use* the product, and certainly many FOSS solutions involve community-provided updates, but in terms of personal cost it's free for me.
Worse yet are PAID apps that have in-app purchases. Companies double-dipping piss me off to no end. Either make your app free with in-app purchases, or sell it to me without extra charges later.
It's called rooting and replacing the hosts file with a adblocking hosts file. OMG is android so much nicer after you do that.
Do not look at laser with remaining good eye.
Maybe they should print the average or median price for the app, including the in-app purchases. That would be more fair. "People using this app have made 3.55$ in app purchases, in average"
Probably this Slashdot story: Study: Half of In-App Purchases Come From Only 0.15% of Players