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Samsung Developer Program

Design Gear In-App Purchase Items

Plan your in-app items and learn how IAP functionality will sell in-app items to your app users


Gear In-App Purchase (Gear IAP) functionality enables you to sell in-app items directly from your Gear apps and Gear watch face apps. After your app user initiates the purchase of an in-app item, your app uses Gear IAP API calls to cause Gear IAP and supporting components to manage the back-end processing of purchase pricing, the purchase transaction, record-keeping, and financial reporting.  

Gear_InAppItem_Purchase_UI.png IAP_Purchase_Flow_2.png Gear_App_Uses_Purchased_Items.png

Your app presents IAP items to the user.

For a better UX, we recommend that your app:

  • Query in the background for available item info (including titles, descriptions, and prices)
  • Present IAP items in a clear and distinctive way

Gear IAP displays current item and purchase information, and directs the user through the purchase transaction.


Your app responds to the purchase.

For a better UX, we recommend that your app deliver a clear message after completed purchases (successful or unsuccessful).

A variety of monetization models are supported by four different types of in-app items:

Note: One in-app item can be one item or a group of many items of the same type.


Consumable Item


Ideal for items that can be purchased over and over again to advance in the game.

  • For example: coins, lives, food, or potions.
  • Your users can purchase as many items as they want.
  • They use each purchased item one time.

Non-consumable Item


Ideal for permanently affecting your users' experience (such as removing advertising or enabling a superpower for your user's game character), or providing them with continuously changing experiences.

  • For example: a premium upgrade of the user's account, progressively advanced race courses.
  • Your users can only purchase the item one time.
  • The item remains effective indefinitely.

Non-recurring subscription item

Perfect for releasing content or advanced features for a certain period of time.

  • For example: enhancements for the user's game character.
  • Your users can purchase a  subscription an number of times.
  • The subscription remains effective for either 1, 3, 6, or 12 months.
  • At the end of the current subscription period, the subscription automatically terminates.

Auto-recurring subscription item


Perfect for releasing content or advanced features for an extended period of time.

  • For example: a monthly game newsletter.
  • Your users purchase a subscription and it is automatically  re-purchased at the end of each subscription period.
  • The subscription can have a free trial period (30, 60, or 90 days), after which paid subscriptions become effective.
  • The subscription remains effective for 1 calendar month.
  • Users can manually terminate the subscription at any time.
    The item remains effective until the end of the current subscription period.


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