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Samsung Developer Program

Design In-App Purchase Items

Plan your in-app items and in-app item store.  Learn how Samsung IAP functionality will sell in-app items to your app users

 

Samsung In-App Purchase (IAP) functionality enables you to sell in-app items directly from your Android apps. After your app user initiates the purchase of an in-app item, your app uses Samsung IAP, OpenIAB, or Unity API calls to cause Samsung IAP and supporting components to manage the back-end and UI support of: purchase pricing, the purchase transaction, record-keeping, and financial reporting.  

IAP_Purchase_Flow_1.png IAP_Purchase_Flow_2.png IAP_Purchases_Flow_3.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.

Samsung IAP:

  • Displays current item and purchase information, and directs the user through the purchase transaction.
  • Notifies your app of the results.

 

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).

 

4 types of in-app items support a variety of monetization models:

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

 

Consumable Item

IAP_Items_Zynga.png

Ideal for items that can be purchased over and over again for users to advance in a game app.

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

Non-consumable Item

 

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

  • For example: a premium upgrade of the user's account, or 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 any number of times.
  • Each 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

IAP_Items_workoutTrainer.png

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 repurchased at the end of each subscription period.
  • Each subscription can have a free trial period (30, 60, or 90 days), after which paid subscriptions become effective.
  • Each subscription remains effective for 1 calendar month.
  • Users can manually terminate the subscription at any time.
    The subscription item remains effective until the end of the current subscription period.