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Shareware
Proprietary software with time-limited free use
Proprietary software with time-limited free use
Shareware is proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the owner. 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 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, with purchase of a license required for business use. The software itself may be time-limited, or it may remind the user that payment would be appreciated.
The term shareware is largely out of use in the modern computing world, replaced by trialware or freemium.
History
In 1982, Andrew Fluegelman created a program for the IBM PC called PC-Talk, a telecommunications program, and used the term freeware; he described it "as an experiment in economics more than altruism". About the same time, Jim "Button" Knopf released PC-File, a database program, calling it user-supported software. Not much later, Bob Wallace produced PC-Write, a word processor, and called it shareware. Appearing in an episode of Horizon titled Psychedelic Science originally broadcast 5 April 1998, Bob Wallace said the idea for shareware came to him "to some extent as a result of my psychedelic experience". Fluegelman said that his experience as a book publisher and author discouraged him from finding a traditional software publisher. KQED pledge drives inspired his distribution method, as well as his not knowing how to implement copy protection.
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. By 1988 more than 27,000 registered PC-Write users were paying $1.5 million a year. Fluegelman, Knopf, and Wallace clearly established shareware as a viable software distribution model by becoming wealthy.
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, BBS, 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, its SWREG (Shareware Registration) division was sold to UK businessman Stephen Lee of Atlantic Coast PLC, who moved the service online 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 real time 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. Similarly, 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 floppy disks or CD-ROMs 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 mirror sites 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 avoid files tainted 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.
Registration
If features are disabled in the freely accessible version, paying may provide the user with a license key or code they can enter into the software to disable the notices and enable full functionality. Some pirate web sites publish license codes for popular shareware, leading to a kind of arms race between the developer and the pirates where the developer disables pirated codes and the pirates attempt to find or generate new ones. Some software publishers have started accepting known pirated codes, using the opportunity to educate users on the economics of the shareware model.
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.
Games
Main article: Game demo
In the early 1990s, shareware distribution was a popular method of publishing games for smaller developers, including then-fledgling companies Apogee Software (also known as 3D Realms), Epic MegaGames (now Epic Games), Ambrosia Software and id Software. It gave consumers the chance to play the game before investing money in it, and it gave them exposure that some products would be unable to get in the retail space.
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 complete game, there would be additional episodes of the game that were not shareware and could only be legally obtained by paying. 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 floppy disks were common in retail stores. However, computer shows and 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 game, 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, making them easier to prepare than a shareware game.
Industry standards and technologies
There are several widely accepted standards and technologies that are used in the development and promotion of shareware.
- FILE ID.DIZ is a descriptive text file often included in downloadable shareware distribution packages.
- Portable Application Description (PAD) is used to standardize shareware application descriptions. A PAD file is an XML document that describes a shareware or freeware product according to the PAD specification.
- DynamicPAD extends the PAD standard by allowing shareware vendors to provide customized PAD XML files to each download site or any other PAD-enabled resource. DynamicPAD is a set of server-side PHP scripts distributed under a GPL license and a freeware DynamicPAD builder for 32-bit Windows. The primary way to consume or submit a DynamicPAD file is through the RoboSoft application by Rudenko Software, the DynamicPAD author. DynamicPAD is available at the DynamicPAD web site.
- Code signing is a technology that is used by developers to digitally sign their products. Versions of Microsoft Windows since Windows XP Service Pack 2 show a warning when the user installs unsigned software. This is typically offered as a security measure to prevent untrusted software from potentially infecting the machine with malware. However, critics see this technology as part of a tactic to delegitimize independent software development by requiring hefty upfront fees and a review process before software can be distributed.
References
Works cited
References
- Bink, Thomas (April 4, 1996). "[https://www.newspapers.com/image/732335892/ Shareware Profitable and Popular]". ''The Kingston Whig-Standard'' (Kingston, Ontario, Canada). p. 17.
- Gnoffo Jr., Anthony (July 4, 1993). "[https://www.newspapers.com/image/534984546/ The Shareware Computer Industry, A Growing World Of Innovation, Trust]". ''Night-Ridder Newspapers''. Rutland Daily Herald (Rutland, Vermont). p. 8D.
- (July 2008). "Serious Games: Advergaming, edugaming, training and more". [[DigiWorld by IDATE.
- Flynn, Laurie (November 14, 1993). "[https://www.newspapers.com/image/744036070 Cheap, Easy Shareware Big Business]". ''Knight-Ridder Newspapers''. Sun Herald (Biloxi, Mississippi). p. C7.
- (2009-04-03). "Freemium for large enterprises". [[KTH Royal Institute of Technology]].
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- Torvalds, Linus. (May 2001). "Just for Fun". HarperCollins Publishers.
- link. (2015-12-22 ). 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!")
- "Postcards".
- Magid, Lawrence J.. (August 1982). "PC-Talk". PC Magazine.
- Callahan, Michael E.. "The History of Shareware". Paul's Picks.
- Horizon: Psychedelic science by Bill Eagles, (about 41 mins into programme)
- Erokan, Dennis. (May 1985). "Andrew Fluegelman - PC-Talk and Beyond".
- Pournelle, Jerry. (July 1983). "Interstellar Drives, Osborne Accessories, DEDICATE/32, and Death Valley". BYTE.
- (2002-09-26). "Bob Wallace, 53, Software Pioneer, Dies". The New York Times.
- "Association of Software Professionals - A community of real people using real names running real software businesses.".
- Watt, Peggy. (June 11, 1984). "Software for a Donation".
- Falkner, Mike. (1988-02-29). "PC-Write".
- (Jan 12, 2004). "Bob Wallace Timeline". [[Erowid]].
- link. (2007-02-10 , from ''[[Dr. Dobb's Journal]]'')
- (1992-11-24). "PC Mag Nov 24, 1992".
- "Software That is both Shareware and Guiltyware".
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- "Anarchie v1.1.3 © 1993-94 Peter N Lewis.".
- (1999-02-08). "Gimme Your Money: A Half-Baked History of Shareware".
- "PAD specification".
- "DynamicPAD :: An Advanced Software Submission Technology".
- "Code Signing and You".
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