I'm close to releasing a new iPhone/Android local multiplayer game and I'm 
looking into monetization issues. My ad revenue is still dismal this year, 
even though impressions and clicks are fairly robust. And the format of the 
game is such that I want to encourage new users to easily try the game for 
free, so I was thinking of using a freemium model where the app is free to 
download, then locks after a certain amount of gameplay and prompts the user 
to unlock the full version using in-app purchases.

I'd be interested to hear any experiences of any developers who might 
currently be using this approach. 

>From a marketing/sales perspective, how well does this model work? I know 
in-app purchases for virtual goods is extremely lucrative if done well, but 
I haven't heard any experiences of the unlock-full-version model on the 
Android Market.

>From a technical perspective, how easy is it for users to exploit such a 
model, e.g. uninstalling and reinstalling the app or wiping local data 
associated with the app in order to circumvent the limitations of the free 
version? Are there best practices to avoid this?

>From a legal perspective, should developers (especially indie ones like me) 
be concerned about the current patent trolling and lawsuits by companies 
like Lodsys? Google still hasn't publicly commented on patent trolls 
targeting Android developers, have they?

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