Is it allowed to handle money transactions within Android app? - android

I haven't found a solid answer to this on either the documentation of android/google play, SO, or on google searches.
In iOS is it not allowed to handle money transactions within the app, making you only do in-app purchases. I want to know if in Android this is the same case.
I know Android does not have a review process like iOS so this will be harder to "catch" even if its not allowed, but I wanted to do it correctly from the start.
The documentation suggests to do in-app purchases, but they take a 30% of the sale. Also, this seems to only be a suggestion.
So, here's the direct question. Can I sell images inside my app, handle the credit card transaction, handle the billing and charge the amount of money within my app in Android, without having to give 30% of the sale to google, and without having to use in-app purchases? I have seen apps like the Amazon Kindle app do this, but I don't know if they have to report/share 30% of the sale in the background.
Hopefully this isn't off topic since its a developing-related question, even though its not about specific code.
Edit: Just to clarify. The "goods" to be purchased in the app would be images, which can then be edited within the app and printed from within the app to a printer. The images will be downloaded from the app as an encrypted file so they can only be used with this app.

Yes! If the images that are being sold, once purchased, are available outside the app. According to Google Play Developer Program Policies :
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).

Related

Does my android app need to use Google Play In-app Billing for in-app subscriptions?

I have a web app that works in conjunction with a locally installed desktop app.
Users have the option to upgrade to a premium membership for a monthly fee.
Both apps provide 100% of the functionality of my product(this is important for my question).
To widen my distribution I'm considering adding an android app.
Now, I know that Google generally forces android apps to use their in-app billing.
However, reading the developer terms I see this:
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).
It seems like the bolded part applies to my product, since
it's not a game
the premium membership can be consumed entirely without the android app(using my desktop or web app)
Am I allowed to publish my android app to Google Play using my own payment processor or will google crack down on me?
You should be fine.
As long as the purchase isn't for something that can only be used inside the app, you're good. Since your purchase option applies across all platforms, you fall under that exception.
Of course, Google being Google, they could take down your app. However, you should just need to appeal that decision and talk to an actual person to get it sorted out.

Google Play/App Store in-app purchase policies

I heard from someone that on App Store, everything you sell or anything the user buys, Apple must have their 30% on it. That would imply that even if you open a web page within the app and accept a donation, Apple must have its percentage. Otherwise you would have to redirect the user to make this donation outside of the app - for instance, calling the browser.
So, if it's true, I wanted to know if Google holds the same policies. I couldn't find this specific answer in the documentation, just info about in-app purchase (but I'm considering that scenario a purchase within the app, but not IN the app itself (sorry if it sounds confusing).
Taking Groupon as example. If you buy a coupon, is it an "in-app purchase"? I don't believe Google would take 30% on everything you buy there, so I just wanted to make sure it is according to their rules.
The app I'm working on will have both donation and coupon purchase from sponsors (Walgreens, etc). Is it ok if I do this through a WebView, or would I have to actually call the browser?
Sorry if my concept of "in-app purchase" is blurred.
Any information on this topic is much appreciated.
EDIT:
From my understanding, In-App Purchase (for both Google and Apple) is like an API that you use to process these payments.
What I find confusing is that, for instance, in the Apple's In-App Purchase Guidelines:
So, does it mean I cannot use Apple's In-App Purchase to sell my book (but could open my e-commerce site in the app and sell it), or I cannot sell my book at all inside my app?
I know it may sound like a dumb question, but it doesn't seem so clear to me.
The standard 30% transaction fee applies to in-app transactions on Google Play and goes to the distribution partner and operating fees.
According to the Google Play Developer Program 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).
Reference: https://support.google.com/googleplay/android-developer/answer/112622
With In-App Purchase on iOS and OS X, you can offer your customers additional digital content, functionality, services and even subscriptions within your paid or free app.
For example, In-App Purchase will allow you to sell:
Digital books or photos
Additional game levels
Access to a turn-by-turn map service
Subscriptions to digital magazines or newsletters
Digital content hosted on Apple servers
There are four supported categories of In-App Purchase items that you
may sell: 1) Content, 2) Functionality, 3) Services, and 4)
Subscriptions. You must deliver your digital good or service within
your app. You may not use In-App Purchase to sell real-world goods and
services.
Reference: https://developer.apple.com/in-app-purchase/In-App-Purchase-Guidelines.pdf
I would have commented on another answer that is missing a bit of information, but as I lack the required reputation, I'll post this as a new answer.
It's 100% possible and allowed to sell physical goods or services in an app released on both iOS (via Apple Store) and Android (via Google Store), but the main difference between selling physical good or services and digital goods comes in the payment system to use. Both platform actually have 2 payments systems with, each, their own restriction and legal implementations.
In the case of Google Store (a.k.a. Google Play), it's as this:
Any digital purchases that adds anything into the app itself must be done through Google Play In-app Billing system. To put it simple, this is the typical in-app purchase you see in any game that charge onto the Credit Card registered by the user on the Google Play account.
Any Services and Physical Goods that are not set toward in-app usage have to use either your own version of a selling system (which has to be separated from Google Play In-App Billing system) or, if you want an more secure way, by using the Google Pay API.
The Google Pay API is really similar to the Google Play In-app Billing system as it allow any user to also use the credit card registered to their Google account (note that it's not Google Play, but a general Google Account), but the main difference is that the Google Pay API can also be used outside of an App (like on a website).
An example of stuff you must use the Google Pay API and NOT the Google Play In-App Billing system is to purchase physical goods (which requires a shipping address to be registered with the sell of goods) or services (like paying a rent of a room at an Hotel or the purchase of plane ticket, digital or not).
Here's the link toward the Google Pay API official website: https://developers.google.com/pay/api
For iOS and its Apple Store, the same equivalent exists, but the problem comes from the fact that both methods uses the same base system called Apple Pay.
For sells of goods and services, you need to address to the site "for merchants":
https://support.apple.com/HT204274
https://developer.apple.com/apple-pay/
For digital goods that are accessible directly through the app itself, you got to use the In-App Purchase system which is described here:
https://developer.apple.com/in-app-purchase/
There's one important thing you got to remember: Both stores might have some resistance to the idea of publishing an App as an App and as a Game. Both payment systems have their own rules and guidelines and, as such, if you are to put both a in-app purchase and an option to sell goods and/or services, both has to be visually separated and must NOT be mixed from one to another. For example, they might refuse to publish a game that has only physical goods to sell or an App in their Store app that is more of a game with in-app purchases and barely any instance of real-good purchases.
The cost of using either Google Play In-App purchase or Apple Pay In-App purchase is 30% of the sales.
On the other hands, Apple Pay for merchants (physical goods & services) have no additional cost from the credit cards issuers' fee which is usually around 3% to 6% based on the payment methods. For example, if the user is using Paypal to pay on Apple Pay, it's 2.9% + $0.30 USD per transaction. Direct Mastercards and Visa users might pay up to 6%. This is done and managed directly by Apple Pay.
Google Pay (for merchant) is also free and come with a fixed percentage rate of 2.9% per sales with credits cards and, in some countries, offers free transaction for direct-bank-transfers and debit cards.
In both cases, there's a limit per transaction. Google Pay has transaction limits, but their depends on the shops and user (shopper) data. I have seen the number $10,000 often as a limit per transaction.
Apple, technically, has limits or security based on the country where the purchase is placed. (All numbers are here: https://support.apple.com/HT207435 )

Understanding In App Purchases

Our app has in app purchase feature. Targer OS is iOS and android both.
I wanted to know that can the user buy the products listed in app purchases from our app website. Edit: products to ultimately utilised inside app even if purchsing from app website ( product similar like say a power of a game level/or virtual currency)
I have searched on the net and apple documentation says that:
Selling outside is permitted but value should not be less than listed in the in app purchase and no link to outside should be visible in thd app for purchase.
Is it true?
But I was not able to find much about android.
Do anyone of you have experience in this?
Please guide.
From https://play.google.com/intl/en/about/developer-content-policy.html
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).

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.

Payment gateways on iPhone & Android?

I'm looking for some advice on an app that I am hiring a developer to work on for me - its my first app and his first solo app, so I at least am still getting a feel for the ropes a bit.
My question lies in the area of in-app purchases. My app will use an in-app purchase system that will be used to purchase "credits" for lack of a better word. Each time a credit is purchased it will enable data stored in the app to be emailed to a particular email address.
I had originally thought it would be good to have an external web-based shopping cart to deal with it, but I understand there are APIs available to embed these shopping cart systems into the app. Additionally I also understand that any "digital consumables" that unlock features of the app are subject to the commission that iTunes/Android charge, does anyone have any initial thoughts on whether the ability to email would be included in this?
Many thanks in advance.
Savvas, that's not true at all ... AFAIK , in Android there's some exceptions you can read here: http://play.google.com/intl/en/about/developer-content-policy.html
Paid and Free Applications
App purchases: Developers charging for applications and downloads from Google Play must do so by using Google Play's payment system.
In-app purchases: Developers offering additional content, services or functionality within an application downloaded from Google Play must use Google Play's payment system as the method of payment, except:
where payment is primarily for physical goods or services (e.g. buying movie tickets; e.g. 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)
So for example, for buying a coffee, you can use your own payment gateway.
I am pretty sure that both iPhone and Android agreements require you to use their own payment services for all in app purchases.
That means you can't roll your own paypal/visa/any other payment system and have your users use that if you plan on distributing the app via the Google Play Store or the App Store.
That being said, you can still roll out your own payment system if you distribute your app via other channels (for android you can have a look at the Amazon app store and other solutions. For the iPhone there is no official third party app store since Apple prohibits it. Cydia is an alternative app store that many people have though in their jailbroken phones)
Personally I am a big fan of Urban Airship. Works great on iOS and Android.

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