> I would say review systems and internet research negates most of the 'gamble' involved with most app purchases.
Logically, it seems like it should. But a lot of apps are just good fits for some people and bad fits for others. Some people love Angry Birds, and some people hate it. For a lot of apps, it doesn't matter how many reviews you read -- you just can't tell if you'll like it or not.
I bought the $0.99 Tetris app because it was getting rave reviews. And after just a few minutes, I realized I hated it. In my experience, reviews/popularity are a very bad predictor of whether or not a particular app will be useful to me.
> I bought the $0.99 Tetris app because it was getting rave reviews. And after just a few minutes, I realized I hated it.
And you only have to experience this once to "double-negate" the gamble. One time is enough to make a user realize that it's still a craps shoot. Reviews online are often a very weak signal for quality.
google play (android) allows for full refund within 15 minutes of purchase. I don't know if you bought from them, or somewhere else (maybe itunes), but you can check their policy. It likely won't help you this time, but maybe in the future you can just get money back.
Logically, it seems like it should. But a lot of apps are just good fits for some people and bad fits for others. Some people love Angry Birds, and some people hate it. For a lot of apps, it doesn't matter how many reviews you read -- you just can't tell if you'll like it or not.
I bought the $0.99 Tetris app because it was getting rave reviews. And after just a few minutes, I realized I hated it. In my experience, reviews/popularity are a very bad predictor of whether or not a particular app will be useful to me.