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Things the Google Play Store could improve: Part 2 - In-App Purchases
July 03, 2025
In-app purchases have been a sore spot for both Google and consumers for a long time. Despite the overwhelming success of in-app purchases, many consumers are unhappy about the unscrupulous methods that some app and game developers use to procure money from their users. Of course, Google has had minor nightmares of their own, culminating in theFTC decision to make Google pay $19 million to parentswhen their kids made in-app purchases. In-app purchases are a big deal for developers, but more could be done to make it a more pleasant experience for consumers.
Please note, this is commentary on how the Google Play Store handles in-app purchases and not how app developers actually use them. That’s a wholly different conversation that we’ll all have together eventually.

What is the problem?
In-app purchases have made a negative name for themselves in some circles. The “cash cow” philosophy has been a subject of intense ire from many consumers and it’s even beenparodied on shows like South Park. Of course, the stats don’t agree with the criticisms, as in-app purchases account forover 95% of sales in the Google Play Storeand has allowed developers to make more money than ever before. So what’s the problem?
The problem can be summed up in one word: transparency. Let’s do a little thought exercise. Go to any app or game (with in-app purchases) in the Google Play Store that you have never downloaded, used, or even heard of before. Now, using the information only available on the app description page, try to discern the following:

The fact is that you cannot answer these questions with the information available on the app description right now unless the developers go through the trouble of explaining it themselves. When you combine that closed-doors approach with a few bad experiences with “cash cow” apps and games, you end up with a consumer base that not only distrusts the whole system, but actively dislikes it. Let’s discuss these issues a little more in depth, shall we?
Problem #1: What are we actually paying for?
The core problem is that we simply can’t educate ourselves about an app or a game without downloading it. This wouldn’t be too much of a problem if there were only a few apps and games. However, there are currently well over one million apps and games in the Google Play Store. That means the process of finding and downloading each app and game that might look interesting just to see how much it will cost us is counterproductive and even a bit tedious. Without proper information, it severely bottlenecks the experience consumers could (and dare we say: should) be having.
The questions begin to arise. Why doesn’t Google just give us a labeled list of all of the in-app purchases? It’s a good question and even I don’t understand why Google hasn’t done something like this yet. iTunes actually does this very well. If you look at theClash of Clans iTunes page, you’ll see a list of the popular in-app purchases. You can clearly see that each in-app purchase revolves around buying a certain denomination of gems and, using a bit of logic, you can deduce that Clash of Clans operates using consumable in-app purchases before you ever download it.

Currently, there is a less-than-useful “price range” feature that labels all in-app purchases as “items”. The price range shows the cheapest and most expensive in-app purchase an application has or, if the app only has one, it will show a single price. It would almost be better if the price range didn’t exist at all because it doesn’t provide any useful information. Yes, apps with in-app purchases do, in fact, contain items. Yes, those items cost anywhere from $0.99 to $99.99. These are all things we knew the moment we saw the “offers in-app purchases” label.
The long and short of it is simply this: Google does a bad job at showing what these applications have to offer and what few attempts they’ve made to help feel halfhearted and rushed.

Problem #2: Subscriptions
Subscriptions are a huge problem in the Google Play Store for three reason:
It appears as though subscriptions live in a reality all on their own. On top of being wildly inconsistent, they appear to be able to skirt the rules other apps have to play by.

How does it get fixed?
Thankfully, most of the problems could be easily fixed with a bit of effort. Here are a few ideas we had:
Listen folks, in-app purchases are a good thing. Revenue to developers has increased by leaps and bounds since its inception and they really are making more money now than ever before. That has translated to more content and higher quality content. There is no arguing that fact. Back in 2010, we had 700,000 apps and the best of the best were Flickster, Angry Birds, and Skype didn’t even allow for video calls on mobile yet.
Today we have more than double what we had in 2010 and they include massive, gorgeous games and innovative, beautifully designed apps. In 2010, Google Play (formerly the Android Market) madejust over $100 million in total revenue. In 2013, after the first full year of in-app purchases, Google Play madean estimated $1.3 billion. It has only gone up since then. Even if you’re against the practice ethically, no one can argue with the results. IAPs are why most developers make money on Android.
However, I’m not so stuck in my ways that I can’t admit that there are a few bad apples (proportionately speaking) that make the whole bunch look bad. With the suggested improvements, the transparency will allow consumers to make better, more informed decisions about what apps they want to download. There is even a small, outside chance that “cash grab” developers may use the pressure of full transparency to tone down their aggressive strategies and attempt to compete by simplifying their pay structure and building better games. Nothing gets the ball rolling like transparency.
By giving consumers more control and information with the transparency, improved charts, and refined searches, a lot of the negativity could potentially subside as frustrated users will enjoy a new-found proliferation of apps and games that they actually want instead of being forced to browse through stuff they do not.
Who knows, one day maybe being labeled as having in-app purchases won’t be such a bad thing but it’s definitely not something that is just going to happen organically. As always, we’d love to hear your thoughts on the matter in the comments!
Check out the other parts of the series:
Part 1 – The Top Charts
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