There's a couple pretty simple facts that many devs just don't seem to grasp:
Many people who pirate your app almost definitely would never have bought it in the first place. This especially holds true when you're talking about a 99 cent app. At least when you're talking about games and software that's $50 and up the argument of "Oh I just can't afford it" can come into play, but 99 cents? Anyone can afford 99 cents. So these people have no intention of paying because they almost definitely have the means to do so, but choose not to.
No money lost for the dev here because they were never going to get any money out of that person in the first place.
There's also the side of the argument that the music industry tried: people who pirate don't purchase. Wrong. It's been shown time and time again that music sale have in fact risen partly due to piracy. Piracy introduces people to new artists that they might not have heard of before. The same can probably hold true for apps. Someone is more apt to try out a wide variety of games and apps if they can download a cracked version first. If they like them, they might just buy them.
Money made for the dev because of people trying out full versions (then purchasing), not hampered "lite" versions, if they even exist in the first place.
There will always be the people who pirate and never purchase. These are the people you just simply need to forget about. They are not lost revenue because they were never going to be part of the revenue stream in the first place.
Many people who pirate your app almost definitely would never have bought it in the first place. This especially holds true when you're talking about a 99 cent app. At least when you're talking about games and software that's $50 and up the argument of "Oh I just can't afford it" can come into play, but 99 cents? Anyone can afford 99 cents. So these people have no intention of paying because they almost definitely have the means to do so, but choose not to.
No money lost for the dev here because they were never going to get any money out of that person in the first place.
There's also the side of the argument that the music industry tried: people who pirate don't purchase. Wrong. It's been shown time and time again that music sale have in fact risen partly due to piracy. Piracy introduces people to new artists that they might not have heard of before. The same can probably hold true for apps. Someone is more apt to try out a wide variety of games and apps if they can download a cracked version first. If they like them, they might just buy them.
Money made for the dev because of people trying out full versions (then purchasing), not hampered "lite" versions, if they even exist in the first place.
There will always be the people who pirate and never purchase. These are the people you just simply need to forget about. They are not lost revenue because they were never going to be part of the revenue stream in the first place.