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Sidebar: Piracy Protection<br />

The existence of the Windows Store and the fact that users cannot install an app except in the<br />

context of the Store provides a certain inherent level of piracy protection. Users are blocked from<br />

accessing the folders that contain installed appx packages, and even if they managed to extract<br />

and install one elsewhere, the Store would report that the app is unlicensed for that user and<br />

would thus refuse to run it.<br />

Beyond that, any additional levels of protection are up to the app. It’s perfectly allowable for<br />

an app to ask the user to register with the publisher (because customer information isn’t shared<br />

from the Store) and to obtain a secondary license key. Windows does not block such procedures<br />

but doesn’t provide any such services itself. Do consider, however, that customers might be<br />

annoyed by such additional requirements. It’s best to exercise caution in such a decision.<br />

In-App Purchases<br />

In-app purchases are a primary means to monetize an application over time by selling incremental<br />

add-ons, options, periodicals, time-limited subscriptions/rentals, and so forth. By definition, the lack of<br />

any such options cannot interfere with the core operation of the app. In-app purchases cannot also be<br />

interdependent—that is, users cannot be required to purchase other options to use one they’re already<br />

bought. Know too that an app is limited to 100 such in-app purchases when they are managed through<br />

the Windows Store; if you use your own commerce engine, as described in the next section, there is no<br />

such limit.<br />

Whether in-app purchases are the right choice for your app involves a number of considerations:<br />

• Implementing them well can be difficult because they introduce complexities into an app’s<br />

architecture. (Note that Windows does maintain information for in-app purchases that can<br />

expire.)<br />

• The app has full responsibility for correct delivery of the purchased item or feature, as opposed<br />

to the Store handling all the details.<br />

• In-app purchases effectively create multiple variations of an app, which can increase user<br />

support and interaction.<br />

• Overuse or inappropriate use of in-app purchases can generate the perception that you’re trying<br />

to get money from users at every possible opportunity. Users who don’t or won’t pay for in-app<br />

purchases can still leave bad reviews about their experience.<br />

• At present, the Windows Store supports only “durable” products (that can be purchased only<br />

once until they expire); there is no support for “consumable” products that can be repeatedly<br />

purchased. Consumables are under consideration for future versions; at present they can be<br />

implemented by using a custom commerce engine.<br />

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