Is it possible to build an Android app subscription system without link to Google Play in app billing? If using Google Play in app billing, Google Play will charge 30% of the transaction fee. If it is possible to implement the app subscription without link to Google Play,anyone has good tutorial for that? Thanks!
Yes, you could use, for example, the paypal api, but you wont be able to publish it to the play store.
Developers charging for apps and downloads from Google Play must do so by using Google Play's payment system. In-app purchases: Developers offering virtual goods or currencies within a game downloaded from Google Play must use Google Play's in-app billing service as the method of payment. Developers offering additional content, services or functionality within another category of app downloaded from Google Play must use Google Play's in-app billing service as the method of payment, except: where payment is primarily for physical goods or services (e.g., buying movie tickets, or buying a publication where the price also includes a hard copy subscription); or where payment is for digital content or goods that may be consumed outside of the app itself (e.g., buying songs that can be played on other music players).
Source: Are there alternatives to using Google's in-app-billing , as a way to avoid publishing private info?
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Google Play IAB charges 30% transaction fee while Google Pay is free for both business owners and customers. If we can use a WebView to show a Google Pay flow instead of using Google Play's billing, it will be enormous amount of revenue boost. We may still need Google Play to manage the subscriptions, but for one time purchases, it seems certainly replaceable.
It depends on what you are selling.
The following answer provides a very good overview: Google Play/App Store in-app purchase policies
In-app purchases:
Developers offering virtual goods or currencies
within a game downloaded from Google Play must use Google Play's
in-app billing service as the method of payment.
Developers offering additional content, services or functionality within another category of app downloaded from Google Play must use Google Play's in-app billing service as the method of payment, except:
where payment is primarily for physical goods or services (e.g., buying movie tickets, or buying a publication where the price also includes a hard copy subscription); or
where payment is for digital content or goods that may be consumed outside of the app itself (e.g., buying songs that can be played on other music players).
I'm setting up an Android video viewing service that will also have a web counterpart. Firstly is there a way using Google Plays billing services to manage subscriptions to a cross-platform account? It seems like the subscription would be tied to the google play account. If not am I able to use a service like Stripe for payments, and still get this app allowed on the play store?
I've been able to setup subscriptions through google play billing, but need to be able to use generic emails not just google accounts. As I need to facilitate cross-platform usage.
Here's a documentation regarding Google Play Service Policy in Monetization and Ads,
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).
Subscription services, such as streaming music, video, book, or other media services; digital publications, including when bundled with a physical edition; and social networking services are supported by Google Play In-app Billing.
Kindly read the full documentation for more details.
Can I implement Pay Tm app integration for payment gateway in my android app to provide pro version of an application instead of google payment option? or which is best option other than google play ?
Here's the link to the payment guidelines for monetization on Google Play...
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).
So, for any app on the Play store, Google in-app billing is used for content consumed within the app, such as unlocking the pro version of the app. For physical goods or digital goods consumed outside the app, other third party payment services are permitted.
I'm trying to develop a parking application in which the user can pay for the parked time. I went through this document on In-app products and confused how to do the payment. Right now we have planned to do the payments via a third party gateway called "creditcall". Will google play allow this?
No you cannot use 3rd-party gateways, you must use Google's ip-app purchase system. They recently updated their terms of use.
Developers offering additional content, services or functionality
within another category of app downloaded from Google Play must use
Google Play’s in-app billing service as the method of payment, except:
where payment is primarily for physical goods or services (e.g. buying movie tickets, or buying a publication where the price also
includes a hard copy subscription); or
where payment is for digital content or goods that may be consumed outside of the application itself (e.g. buying songs that can be
played on other music players).
Source: https://play.google.com/about/developer-content-policy.html
This is the key document from Google: https://play.google.com/intl/en/about/developer-content-policy.html. The current version goes like this (bolding mine):
In-app purchases:
Developers offering virtual goods or currencies within a game downloaded from Google Play must use Google Play's in-app billing
service as the method of payment.
Developers offering additional content, services or functionality within another category of app downloaded from Google Play must use
Google Play's in-app billing service as the method of payment, except:
where payment is primarily for physical goods or services (e.g., buying movie tickets, or buying a publication where the price also
includes a hard copy subscription); or
where payment is for digital content or goods that may be consumed outside of the app itself (e.g., buying songs that can be played on
other music players).
The exception in second point is worth exploring further. If your service or digital content is available outside of the app, it can be sold through other payment providers. Example would be: Skype credit, Spotify subscription, additional features available both on your web and app client. But if the in-app purchase is linked only to the app, Google Wallet must be used.
Hope this helps.
Can anyone please tell me is there any need to pay Google play for m-commerce application.If yes,please tell me how much we have to pay for that.I want to know the case of apple too.I am new to this area..So please help me.
For Apple: If your app sells physical goods, there is no need to pay apple, but you should implement your billing system. If you sell non-physical goods (like digital content), you have to use In App Purchases. Apple gets 30% and you get 70%.
For Google Play:
In-app purchases: Developers offering virtual goods or currencies
within a game downloaded from Google Play must use Google Play's
in-app billing service as the method of payment. Developers offering
additional content, services or functionality within another category
of app downloaded from Google Play must use Google Play's in-app
billing service as the method of payment, except: where payment is
primarily for physical goods or services (e.g., buying movie tickets,
or buying a publication where the price also includes a hard copy
subscription); or where payment is for digital content or goods that
may be consumed outside of the app itself (e.g., buying songs that can
be played on other music players). Developers must not mislead users
about the apps they are selling nor about any in-app services, goods,
content or functionality they are selling.