Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost.Bink, Thomas (April 4, 1996). " Shareware Profitable and Popular". The Kingston Whig-Standard (Kingston, Ontario, Canada). p. 17. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer.Gnoffo Jr., Anthony (July 4, 1993). " The Shareware Computer Industry, A Growing World Of Innovation, Trust". Night-Ridder Newspapers. Rutland Daily Herald (Rutland, Vermont). p. 8D. Shareware is often offered as a download from a website. Shareware differs from freeware, which is fully-featured software distributed at no cost to the user but without source code being made available; and free software and open-source software, in which the source code is freely available for anyone to inspect and alter.
There are many types of shareware and, while they may not require an initial up-front payment, many are intended to generate revenue in one way or another. Some limit use to personal non-commercial purposes only, with purchase of a license required for use in a business enterprise. The software itself may be time-limited, or it may remind the user that payment would be appreciated.
The rationale behind trialware is to give potential users the opportunity to try out the program to judge its usefulness before purchasing a license. According to industry research firm Softletter, 66% of online companies surveyed had free-trial-to-paying-customer conversion rates of 25% or less. SaaS providers employ a wide range of strategies to nurture leads, and convert them into paying customers.
Some titles display a dialog box with payment information and a message that paying will remove the notice, which is usually displayed either upon startup or after an interval while the application is running. These notices are designed to annoy the user into paying.
The concept was first used by Aaron Giles, author of JPEGView. Another well-known piece of postcardware is the roguelike game Ancient Domains of Mystery, whose author collects postcards from around the world. Orbitron is distributed as postcardware. Exifer is a popular application among digital photographers that has been postcardware. Caledos Automatic Wallpaper Changer is a "still alive" project cardware. "Empathy" is a postcardware for password-protected executables. Dual Module Player and Linux kernel were also postcardware for a long time. An example for emailware is the video game Jump 'n Bump. Jump 'n Bump (). readme.txt: "JUMP 'N BUMP by Brainchild Design in 1998 Jump 'n Bump is e-mailware. That means you're supposed to send us an e-mail. Write for example where you're from and what you thought about this game. If you do that, you will greatly encourage us to make more games for you!" Another popular postcardware company is the Laravel package developers from Spatie, which has released over 200 open-source packages to the Laravel, which are postcardware licensed, and all shown at their website.
In 1983 Jerry Pournelle wrote of "an increasingly popular variant" of free software "that has no name, but works thus: 'If you like this, send me (the author) some money. I prefer cash. In 1984, Softalk-PC magazine had a column, The Public Library, about such software. Public domain is a misnomer for shareware, and Freeware was trademarked by Fluegelman and could not be used legally by others, and User-Supported Software was too cumbersome. So columnist Nelson Ford had a contest to come up with a better name.
The most popular name submitted was Shareware, which was being used by Wallace. However, Wallace acknowledged that he got the term from an InfoWorld magazine column by that name in the 1970s, and that he considered the name to be generic, so its use became established over freeware and user-supported software.
By 1984 Knopf reported receiving about $1,000 a day for PC-File, and by 1985 Fluegelman was receiving "dozens of $35 checks" daily. He had two employees to fulfill orders and answer questions for PC-Talk. He, Knopf, and Wallace clearly established shareware as a viable software distribution model by becoming wealthy. Article about Jim "Button" Knopf , from Dr. Dobb's Journal
Prior to the popularity of the World Wide Web and widespread Internet access, shareware was often the only economical way for independent software authors to get their product onto users' desktops. Those with Internet or BBS access could download software and distribute it amongst their friends or user groups, who would then be encouraged to send the registration fee to the author, usually via postal mail. During the late 1980s and early 1990s, shareware software was widely distributed over online services, bulletin board systems and on diskettes. Contrary to commercial developers who spent millions of dollars urging users "Don't Copy That Floppy", shareware developers encouraged users to upload the software and share it on disks.
Commercial shareware distributors such as Educorp and Public Domain Inc printed catalogs describing thousands of public domain and shareware programs that were available for a small charge on floppy disk. These companies later made their entire catalog available on CD-ROM. One such distributor, Public Software Library (PSL), began an order-taking service for programmers who otherwise had no means of accepting credit card orders. Meanwhile major online service provider CompuServe enabled people to pay (register) for software using their CompuServe accounts. When AOL bought out CompuServe, that part of CompuServe called SWREG (Shareware Registration) was sold to UK businessman Stephen Lee of Atlantic Coast PLC who placed the service on to the internet and enabled over 3,000 independent software developers to use SWREG as a back office to accept various payment methods including credit, debit and charge cards, Paypal and other services in multiple currencies. This worked in realtime so that a client could pay for software and instantly download it which was novel at the time. SWREG was eventually bought by Digital River, Inc. Also, services like Kagi started offering applications that authors could distribute along with their products that would present the user with an onscreen form to fill out, print, and mail along with their payment. Once telecommunications became more widespread, this service also expanded online. Toward the beginning of the Internet era, books compiling reviews of available shareware were published, sometimes targeting specific niches such as small business. These books would typically come with one or more or containing software from the book.
As Internet use grew, users turned to downloading shareware programs from FTP or web sites. This spelled the end of bulletin board systems and shareware disk distributors. At first, disk space on a server was hard to come by, so networks like Info-Mac were developed, consisting of non-profit Web mirror hosting large shareware libraries accessible via the web or ftp. With the advent of the commercial web hosting industry, the authors of shareware programs started their own sites where the public could learn about their programs and download the latest versions, and even pay for the software online. This erased one of the chief distinctions of shareware, as it was now most often downloaded from a central "official" location instead of being shared samizdat-style by its users. To ensure users would get the latest bug-fixes as well as an install untainted by viruses or other malware, some authors discouraged users from giving the software to their friends, encouraging them to send a link instead.
Major download sites such as VersionTracker and CNet's Download.com began to rank titles based on quality, feedback, and downloads. Popular software was sorted to the top of the list, along with products whose authors paid for preferred placement.
Some shareware relies entirely on the user's honesty and requires no password. Simply checking an "I have paid" checkbox in the application is all that is required to disable the registration notices.
With the Kroz series, Apogee introduced the "episodic" shareware model that became the most popular incentive for buying a game. While the shareware game would be a truly complete game, there would be additional "episodes" of the game that were not shareware and could only be legally obtained by paying for the shareware episode. In some cases these episodes were neatly integrated and would feel like a longer version of the game, and in other cases the later episodes would be stand-alone games. Sometimes the additional content was completely integrated with the unregistered game, such as in Ambrosia's Escape Velocity series, in which a character representing the developer's pet parrot, equipped with an undefeatable ship, would periodically harass and destroy the player after they reached a certain level representing the end of the trial period.
Racks of games on single 5 1/4-inch and later 3.5-inch were common in retail stores. However, and bulletin board systems (BBS) such as Software Creations BBS were the primary distributors of low-cost software. Free software from a BBS was the motivating force for consumers to purchase a computer equipped with a modem, so as to acquire software at no cost. The success of shareware games, including id Software hits Commander Keen and Doom, depended in part on the BBS community's willingness to redistribute them from one BBS to another across North America. The reasons for redistribution included allowing modem users who could not afford long-distance calls the opportunity to view the games.
The important distinguishing feature between a shareware game and a game demo is that the shareware game is (at least in theory) a complete working software program albeit with reduced content compared to the full game, while a game demo omits significant functionality as well as content. Shareware games commonly offered both single player and multiplayer modes plus a significant fraction of the full game content such as the first of three episodes, while some even offered the entire product as shareware while unlocking additional content for registered users. By contrast a game demo may offer as little as one single-player level or consist solely of a multiplayer map, this makes them easier to prepare than a shareware game.
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