Google Play Vs In-App Billing - android

So I'm planning to create an app that licenses and sells original photos in my android app where as users can directly purchase from other user these items and get a direct link from the app after purchase, the users who purchase another user's photo can upload the photo into other apps like IG/FB/Twitter/etc. As per google pay SECTION 2: Permissible Payment Transactions Terms of Service I cannot use Google pay to sell digital goods....however in-app billing is only for digital content limited to the scope of my app...can someone please clarify what the hell is going on with google ?

To answer your question, like what you have mentioned above, In-app billing is only limited to your app, if you allow the user to use the digital photo outside of your app, it is not allow.

You are looking at Google Pay ToS, which is not designed for mobile in-app purchases. For in-app purchases, you will be using Google Play Billing (https://developer.android.com/google/play/billing/billing_overview). Sorry for the confusion.

Related

Android in-app purchase or Third party payment gateway

We are going to build a mobile app for iOS and Android (might build a web app later) where users can upload videos and their friends and followers can watch them. The videos can be either free or also be tagged with a price. If I tag a video with $1 when uploading it, my friends and followers will have to first pay $1 to watch and after paying that $1 they can watch it any time after that.
My client wants to use Authorize.net to do the payments. In iOS there are restrictions like we must use IAP for such feature. Similarly is there any restrictions on Android as well, that we must use Google In-app Billing or is it OK to use Authorize.net to do the payments?
Taken from this page:
Payments
Apps that employ in-store or in-app purchases must comply with the
following guidelines:
In-store purchases: Developers charging for apps and downloads from
Google Play must use Google Play’s payment system. In-app purchases:
Developers offering products within a game downloaded on Google Play or providing access to game content must use Google Play In-app
Billing as the method of payment.
Developers offering products within another category of app downloaded on Google Play must use Google Play In-app Billing as the
method of payment, except for the following cases:
Payment is solely for physical products
Payment is for digital content that may be consumed outside of the app itself (e.g. songs that can be played on other music players).
In-app virtual currencies must only be used within the app where they were first purchased.
Developers must not mislead users about the apps they are selling nor about any in-app services, goods, content, or functionality
offered for purchase. If your product description on Google Play
refers to in-app features that may require a specific or additional
charge, your description must clearly notify users that payment is
required to access those features.
So I guess the answer is no, you have to use Google Play in-app billing if you want to publish the app in the play store. But the policy states that digital content under some circumstances is excluded, I guess this applies to videos as well, although I'm not to sure about it. Depends on whether the videos can be played outside of the app (at least so it seems).

iOS/Android pay licence to use app

I am developing an application for iOS and Android and this app will be free on the store, but to use all features of the app, the user will need to pay a licence every month/year and if he doesn't pay it, he will have only a limited access to the app, with just few features. Moreover, the first month after he registers, he will have full access.
To pay the licence, it'll can be done in the app or on the website.
For that, do I need to develop a function to check on each connection my database to see if the user has paid, or is there already something done. I have look for "in app purchasing" but it seems that it works only for app where we pay once to have full features, and not every month.
Thank you :)
Regards,
There is a system in in-app-purchase for this, just check the url: https://support.apple.com/en-gb/HT202023 and "Auto-renewing subscriptions" tab
you can go for in app purchase / in app billing
iOS,
In-App Purchase lets you sell a variety of items directly within your free or paid app, including premium content, virtual goods, and subscriptions. And just like apps you sell on the App Store, you receive 70% of the purchase price.
https://developer.apple.com/in-app-purchase/
Android
Use In-app Billing to sell digital goods, including one-time items and recurring subscriptions.
Supported for any app published on Google Play. You only need a Google Play Developer Console account and a Google payments merchant account.
Checkout processing is automatically handled by Google Play, with the same look-and-feel as for app purchases.
http://developer.android.com/google/play/billing/billing_overview.html

Allow users to buy additions to my app via google - Android

I have looked around on the internet and cannot find anything on this topic. If my app is a game and I want users to buy tokens from me for a price and they pay one dollar for 100 tokens, how can I make my app communicate with google and bring up a menu so they can purchase through google? Is there any tutorials on this subject?
To make sure people understand it, If my app has an Activity which has a button that reads "100 tokens for 1$" Then another button that reads "500 tokens for 2$" and they click either button, it will bring up a google popup that says purchase. Then it uses their google account information through the app market to purchase the tokens. Many apps have this feature so I hope you know what I am talking about.
Please help me out, and thanks.
Also, I have looked at In-App Billing and they say you must post your app on the Google Play market complete the In-App Billing process. How can I add my app to Google Play without users being able to download or even see it. I want to upload for only developing reasons
In-App Billing is indeed the correct approach for having user purchases within your application. As you mentioned, this is only available via Google Play published apps. However, if you do not want to publish your app publically, you can use Google Play's Beta-testing program to upload an app to Google Play but only make it available to a specific group of people (those who you allow to join a Google Group or Google+ Community).
As long as you never publish a production version and only publish to the alpha/beta channel in the Google Play Developer Console, then you can create an app that utilizes In-App Billing without being public.

Play Store In-App Billing custom price programmatically?

My application is used to buy journey tickets. The ticket price is different everytime. Can I use In-App Billing to make the user pay a custom price everytime? If so how? i.e. can I set the price which the user has to pay programmatically?
You cannot programmaticaly change the price of a product using Google Play In-App Billing .You could fix the price in the Android developer Console .If you still want to custom price at the runtime you could use PAYPAL for that :
https://www.x.com/developers/paypal/products/mobile-overview
You cannot use Google Play In-App Billing to make the user pay a custom price.
Moreover you cannot use Google Play In-App Billing to sell physical goods and services like journey tickets:
You can use In-app Billing to sell only digital content. You cannot use In-app Billing to sell physical goods, personal services, or anything that requires physical delivery. Unlike with priced applications, once the user has purchased an in-app product there is no refund window.
http://developer.android.com/google/play/billing/billing_overview.html
Your use case perfectly fits the Google Wallet Instant Buy API for Android. Google Wallet Instant Buy API for Android is specifically for physical goods and services and has a simple integration into your Android App. It was launched during Google I/O 2013 and you can get an overview at the following blog post:
http://googlecommerce.blogspot.com/2013/05/fast-and-easy-checkout-for-android-apps.html
Also, please checkout the Google I/O Talk on the same topic
https://developers.google.com/events/io/sessions/330844794
Since this is still in beta, if you're interested please sign up using the interest form
http://getinstantbuy.withgoogle.com/

Android and Google Wallet - mandatory for one time purchase?

Is the Google Wallet online payment system on Android phones mandatory for e.g. movie, songs or game levels purchases in a similar way the Apple’s In-App-Purchase is on iOS?
According to the information here “Developers offering additional content, goods, or services for an application downloaded from Android Market must offer an authorized Payment Processor as the payment option“.
Our understanding is that if user has installed an application, which plays movies and users pay per single movie view application needs using the Google Wallet otherwise it can be removed from Google Play. Is that correct?
Similar situation is within game if user wants to pay for the additional level. Is that correct?
For subscriptions it is not required to use the Google Wallet (again the similar situation is on the iOS).
STeN
I had an app that had LogiaMobile billing integrated and was rejected from Google Play for that very reason (it was in Sept 2011). The app tried to bill users when they wanted to download videos.
Find a good explanation about the policies in this Techcrunch article
My advice would be to always integrate Google In-App billing (now v3 is far more confortable to work with).
I hope this is what you were asking for :)
'Google Wallet' is a confusing name, because it may refer to different thing. First there is the Google Wallet app that lets you pay with your phone via NFC. You certainly don't need this to buy things from the Play Store and it is supported only in the US, and only on a limited number of devices. Google Wallet also refers to Google's online payment system (aka Google Checkout). You need to register your credit card with that in order to make purchases on Android. It serves as the 'authorized Payment Processor' in most case. Other ones being carrier billing on supported carriers.

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