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.
Related
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.
I am making an android app to serve my progressive webapp content using webviews. I want to host my android app on the Google Play store. My webapp uses Stripe as the billing api to accept payments, start free trials, and apply discounts. However, after reading the Google Play terms of service, I am confused by the section here.
My webapp offers subscription based content. In other words, users purchase my subscriptions in order to access restricted content. My content definitely meets the requirements in Google Play's terms of service. On billing though, I'd really prefer to use Stripe as that's what I've been using up until now. The terms of service states on in app purchases that I must use Google's billing api as the only payment method for selling subscriptions.
I am confused for two reasons. The first is on this section of Google Play's documentation, they suggest using multiple billing methods in an app as a good practice, but this contradicts their terms of service. So then am I allowed to use Stripe on my android after all? The second is that I'm looking at other android apps on Google Play, such as Spotify. Spotify does not seem to use Google Play's billing api for purchasing subscriptions. So I'm trying to understand what makes Spotify exempt from this requirement.
I had two theories for why Spotify is exempt. The first is because they offer their content through multiple mediums. Website, Windows and macOS applications, iOS app, etc. Does this fact exempt Spotify due to this statement: "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)". If so then my app falls under this category as well since a subscriber would be able to access my content on my website and iOS app in addition to my android app correct? My second theory was because I read here that Spotify carries out the in app billing process through an external Spotify webview. If this is the case, then my app would be accepted by Google Play if I do the same and handle the billing by serving an external webview?
So my question is given everything I've touched on above, would my android wrapped progressive webapp be accepted by the Google Play store?
Thanks in advance.
Short answer: If you are planning to rely purely on Google Play or some other marketplace to grow your business / userbase then build your app to use their payment system. If people visit your website from the web, tell them to download it from whatever marketplace.
Long answer: If you do some exploring you will notice there is no option to manage payments from some mobile apps only login / signup (free account). If you want to upgrade you are either redirected to a browser OR forced to use their online web app (because you end up googl-ing out of frustration). BUT Google is saying as of September 2021 there will be 0 links allowed to non-Google payment services for any app that is not exempt (physical goods / services). So unless Netflix is using big money loopholes to qualify as one of the exempt businesses they would need to remove the link to "manage subscription" in their account settings sometime September 2021 - or implement Google's payment system for their APK submitted to Google play store.
My advice: Keep it simple!!! Unless you are working with a budget or team, managing all of this on your own, and in production will be overwhelming, especially if you end up scaling. If you want to make a Google Play game or app then build it with Google in mind. Use Google Oauth, Google Adsense (free accounts), and use Google's payment system to upgrade users. As you grow, hire people to help you expand and maintain your project on new marketplaces.
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).
It has been asked before but most of those answers are probably outdated.
I am thinking in integrating Paypal api (https://developer.paypal.com/docs/classic/mobile/ht_mpl-itemPayment-Android/) for my android application.
It is a link that says - Buy me a coffee, which will lead through the process of making a payment using above JAR.
Before I implement so, I have heard that many have some problem where Google has taken their application out of the market because it uses someone else payment option.
Also, any thoughts on https://github.com/SufficientlySecure/donations
Please advise.
Also, any thoughts on https://github.com/SufficientlySecure/donations
Here goes note taken right from the README:
NOTE: Google mailed me to remove PayPal donation capability when publishing on Google Play! Thus, you should build "product flavors" defined by the example: One version with Google Play donation capability and one with Paypal, Flattr, and Bitcoin!
Which means that Google is against PayPal donations in the apps loaded into the Google Play Store.
I've read the Developer Policy and it looks unclear. On one hand they say that all purchases in Android apps available on the Google Play Store should be made via Google Play Billing API. On the other hand, they say nothing about the donations (which differ from purchases in my opinion because user gets nothing for donation).
I would not risk the app's status and make donations via Billing API - after all, the main reason why Google bans apps which use 3-rd party billing is that Google doesn't get money from 3-rd party billing. If this is the case than you should be safe if you stay away from PayPal.
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.