I'm no expert either, but I don't think this only applies in b2b scenarios. There's some old anecdotes about new restaurants pricing themselves too low, failing to gain customers (due to being perceived as too cheap/must be low quality). After raising prices, serving the same food, they suddenly got more customers. Similar stories for retail (yes, anecdotes are not data -- but AFAIK this kind of thing is marketing 101).
I've not seen any studies on this wrt app stores, but my impression is that you can be completely free (and it helps with a brand name, like Autocad or Adobe) -- or you can be a little pricey with no free trial -- and still be perceived as being "high quality".
Note that big companies offering great apps for free is most likely a case of predatory pricing -- they might not have any ambition of making money from the apps ... ever. But if it funnels a certain percentage into their for-pay other apps/services that might be an acceptable price to pay for marketing.
Add a free trial, freemium, or low price point -- and your app is likely to be judged more harshly.
The price points/perceptions are likely a little different in the various app stores too, and vary a bit from country to country (eg: median salaries (and median prices for a cup of coffee) are likely to affect what people think are reasonable value for money).
I do think many developers dream of getting a big number of users, and tend to overestimate how quickly success should come. I would guess that getting a hundred paying users should be an important milestone, and depending on the app, one might need to keep those around for quite a while (a year?) before one might really start to see an effect of word-of-mouth in terms of sales. This isn't nearly as sexy as getting to one billion users in a year, but probably more realistic?
I've not seen any studies on this wrt app stores, but my impression is that you can be completely free (and it helps with a brand name, like Autocad or Adobe) -- or you can be a little pricey with no free trial -- and still be perceived as being "high quality".
Note that big companies offering great apps for free is most likely a case of predatory pricing -- they might not have any ambition of making money from the apps ... ever. But if it funnels a certain percentage into their for-pay other apps/services that might be an acceptable price to pay for marketing.
Add a free trial, freemium, or low price point -- and your app is likely to be judged more harshly.
The price points/perceptions are likely a little different in the various app stores too, and vary a bit from country to country (eg: median salaries (and median prices for a cup of coffee) are likely to affect what people think are reasonable value for money).
I do think many developers dream of getting a big number of users, and tend to overestimate how quickly success should come. I would guess that getting a hundred paying users should be an important milestone, and depending on the app, one might need to keep those around for quite a while (a year?) before one might really start to see an effect of word-of-mouth in terms of sales. This isn't nearly as sexy as getting to one billion users in a year, but probably more realistic?