Identifying In-App Purchases
Which of the following best describes an in-app purchase in a mobile game?
- A way for users to buy additional features or items within the app
- Downloading the app for free
- Receiving app updates automatically
- Viewing advertisements inside the app
- Creating a security password to access the app
Types of Purchases
What is an example of a consumable in-app purchase?
- A one-time bundle of virtual coins that can be used up
- A permanent ad removal option
- A downloadable user manual
- Lifetime subscription to all app features
- A recurring monthly charge for cloud storage
Design Ethics
Which ethical concern arises if an app makes it hard to distinguish between real currency and in-app currency?
- Users may spend more money unintentionally
- The game graphics become blurry
- Download speeds decrease
- The app becomes unavailable offline
- User data is automatically deleted
Parental Controls
Why might including parental control options in an app with in-app purchases be important?
- To prevent children from making purchases without permission
- To lower the download size
- To increase advertising visibility
- To improve the app's color scheme
- To make the app load faster
User Transparency
If an app clearly labels which features require payment before users try them, what design principle is being followed?
- Transparency
- Latency
- Opacity
- Appraisal
- Exclusivity
Regulation and Age
Which feature helps protect minors from unauthorized spending on in-app purchases?
- Requiring password authentication before each transaction
- Increasing screen brightness during purchases
- Hiding the purchase button from view
- Automatically subscribing users monthly
- Locking the app after every use
Design Motivation
What is a common reason app developers use in-app purchases instead of upfront pricing?
- To allow users to try basic functionality for free
- To reduce screen resolution
- To block all free content
- To remove user customization options
- To eliminate all advertisements
Subscription Models
Which statement is true about subscription-based in-app purchases?
- They charge users on a recurring basis for continued access
- They are always free and require no payment
- Users only have to pay once for lifetime access
- Purchases reset every time the app is updated
- They can never be canceled by the user
Ethical Marketing
What is an ethical way to encourage users to make in-app purchases?
- Clearly explaining what users will receive for their money
- Hiding the cost until after purchase
- Using confusing or misleading language
- Automatically enrolling users without consent
- Forcing purchases to access free features
Refund Policies
Why is it important for apps with in-app purchases to provide information about their refund policy?
- So users know their options if an accidental purchase occurs
- To make the app appear more expensive
- So users are discouraged from reinstalling the app
- To increase the number of push notifications
- So that users cannot report issues