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<blockquote data-quote="scott-fs" data-source="post: 1597079" data-attributes="member: 5714"><p>True. In the past, I've played shareware games, without paying for them (more to do with financial situation, laziness, and a philosophy of if you can get it for free, why pay for it). On the other hand, I have a different financial sitution, and a different philosophy. I'm still somewhat lazy.</p><p></p><p>If I use something, and enjoy it enough, I have a willingness to purchase a copy (for the right price). This means that I will generally wait until a time when the price for that item has reached my price threshold (either new or used, ie through ebay). Until then, I will either use it (or not).</p><p></p><p>Shareware in the past was often under the terms of if you use this program for more than X days, send $Y to person Z. Some (trialware for instance) simply disabled themselves after a certain period of time.</p><p></p><p>The main groups that use products would fall into the following groups:</p><p></p><p>1. Supporters. Users who after using the product, send a payment to support the creation and development of the product.</p><p></p><p>2. Casual. Users who try the product, and after trying it, decide that it's not worth it to send any money, and likely either delete it or don't look at it again (only having it, just to have it).</p><p></p><p>3. Non-Supporters. Users who will use it, but would never send any payment.</p><p></p><p>Supporters are your obvious target group, and the question becomes how many supporters out there actually exist. You can always count on there being Non-supporters, and casual users. Chances are, under this model, the Casual users likely become Supporters, as they send a price which they feel the content is worth. Of course, there is an equal chance that the Casual users become Non-supporters.</p><p></p><p>How this differs from traditional Shareware is that the consumer would set the price he feels it is worth (not being pressured to send $X amount) and would have access to a fully functional version. I do acknowledge that this model would not work well with a traditional business. A traditional business is not where I would be heading if I were to jump back into publishing.</p></blockquote><p></p>
[QUOTE="scott-fs, post: 1597079, member: 5714"] True. In the past, I've played shareware games, without paying for them (more to do with financial situation, laziness, and a philosophy of if you can get it for free, why pay for it). On the other hand, I have a different financial sitution, and a different philosophy. I'm still somewhat lazy. If I use something, and enjoy it enough, I have a willingness to purchase a copy (for the right price). This means that I will generally wait until a time when the price for that item has reached my price threshold (either new or used, ie through ebay). Until then, I will either use it (or not). Shareware in the past was often under the terms of if you use this program for more than X days, send $Y to person Z. Some (trialware for instance) simply disabled themselves after a certain period of time. The main groups that use products would fall into the following groups: 1. Supporters. Users who after using the product, send a payment to support the creation and development of the product. 2. Casual. Users who try the product, and after trying it, decide that it's not worth it to send any money, and likely either delete it or don't look at it again (only having it, just to have it). 3. Non-Supporters. Users who will use it, but would never send any payment. Supporters are your obvious target group, and the question becomes how many supporters out there actually exist. You can always count on there being Non-supporters, and casual users. Chances are, under this model, the Casual users likely become Supporters, as they send a price which they feel the content is worth. Of course, there is an equal chance that the Casual users become Non-supporters. How this differs from traditional Shareware is that the consumer would set the price he feels it is worth (not being pressured to send $X amount) and would have access to a fully functional version. I do acknowledge that this model would not work well with a traditional business. A traditional business is not where I would be heading if I were to jump back into publishing. [/QUOTE]
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