page.title=Monetize Premium Apps page.image=/images/cards/card-monetize-premium_16-9_2x.png page.metaDescription=Charging users to download your apps is a simple, convenient monetization model. page.tags="monetizing", "paid" @jd:body <div class="figure"><img src="{@docRoot}images/gp-premium-0.png" /> <p class="img-caption" style="width:300px">Paid app</p> </div> <p> Charging users to download your apps is a simple, convenient monetization model. After creating your <a href= "/distribute/googleplay/start.html#merchant-account">Merchant Account</a>, you <a href= "/distribute/googleplay/developer-console.html#selling-pricing-your-products"> set prices for your apps</a> in the Developer Console. You can optionally include advertising or use <a href= "{@docRoot}google/play/billing/index.html">In-app Billing</a> to sell additional features or content. </p> <p> This model could work well for any app or game, but might be particularly relevant to those with extensive features or that address a narrow niche in the market. Certain categories of apps, such as games for children, should be monetized by paying for them up front instead of advertising or in-app purchases. </p> <p> However, this model may limit your apps monetization potential, particularly in developing markets. You may be able to achieve greater revenue using the <a href="{@docRoot}distribute/monetize/freemium.html">freemium</a>, <a href= "{@docRoot}distribute/monetize/subscriptions.html">subscriptions</a> or <a href="{@docRoot}distribute/monetize/ads.html">advertising</a> models. </p> <p style="clear:both"> </p> <div class="headerLine"> <h2> Related Resources </h2> </div> <div class="resource-widget resource-flow-layout col-13" data-query="collection:distribute/monetize/premium" data-sortOrder="-timestamp" data-cardSizes="9x3" data-maxResults="6"></div>