2011

Facebook revealed that 15 million users paid for virtual goods on the platform in 2011, according to a filing Wednesday with the Securities and Exchange Commission.

This is less than 2 percent of the social network’s 845 million monthly active users. Payments from virtual goods and other fees made up $ 557 million or about 15 percent of total revenue in 2011. The remaining $ 3.154 billion in revenue came from advertising.

Facebook has focused on creating platform upon which developers can build games and apps, but it still seems to be struggling to monetize it beyond advertising. This concerns developers and could concern investors ahead of the company’s initial public offering.

The payments side of Facebook’s business is newer, however. The social network first introduced what it called “Pay with Facebook” in May 2009. That eventually got combined with the Credits program associated with virtual gifts that users could buy and post to each other’s profiles. In July 2011, Facebook made Credits mandatory for social games, leading payments and fees revenue to make up 17 percent of the company’s revenue in the most recent quarter — up from 10 percent share a year ago. But it’s far behind platforms like Apple, which has more than 250 million iTunes accounts with billing information attached to them.

Facebook has tried a number of promotions, such as “Buy with friends” and “Frictionless Credits” to encourage users to pay for virtual goods. It is currently running a buy $ 1, get $ 4 free offer. And today it announced an incentive program to drive transactions in Europe. Any developer that drives more than US$ 100,000 in sales to European customers in a given quarter will be rewarded with an additional 3 percent related to those sales.

Beyond games, Facebook is likely considering how to expand Credits beyond games and into more entertainment apps, possibly letting users pay for subscription services like Spotify and Netflix. On Wednesday, Apple announced that Apple TV users will be able to sign up for Netflix and pay with their iTunes account. With Netflix CEO Reed Hastings on the board of Facebook, the social network could work out a similar deal.

We’ll be exploring this idea in our SXSW panel, “Facebook Credits: Not Just for Virtual Goods”  on Tuesday in Austin, Texas.


Source: Inside Facebook

Facebook had 432 million mobile monthly active users as of December 31, 2011, according to an updated filing with the Securities and Exchange Commission. The company also revealed that just over 13 percent of these users accessed the social network exclusively through mobile devices.

When the company filed for an initial public offering in February, it said it had more than 425 million mobile MAU in December 2011. Now that Facebook has updated stats through the end of 2011, it notes year-over-year mobile MAUs growth of 76 percent, from 245 million as of Dec. 31, 2010 to 432 million as of Dec. 31, 2011.

The company estimates that 58 million users accessed the social network solely through mobile apps or the mobile website during December 2011. It did not note what percent of these users are on feature phones versus smartphones, nor did it provide any demographic information about these users. In India, for example, many people access Facebook from phones when they don’t have personal computers. The remaining 374 million mobile MAUs accessed Facebook from both PCs and mobile devices during that month. The social network says it has 845 million total MAU.

In its SEC filing, the company wrote:

We believe that our mobile MAU growth was also driven by product enhancements across several mobile platforms. For example, we improved our product offerings on feature phones following our acquisition of Snaptu in April 2011 and we launched the Facebook app for the iPad in October 2011. Improving our mobile products and increasing mobile usage of Facebook are key company priorities that we believe are critical to help us maintain and grow our user base and engagement over the long term.


Source: Inside Facebook

Russian social and mobile game company Game Insight revealed it earned $ 50 million in revenue in 2011. The company’s CEO, Alisa Chumachenko shared the numbers last week in her talk at the Russian social game conference Sociality Rocks!. According to Chumachenko, the company aims to reach $ 150 million in annual revenues in 2012.

The $ 50 million figure fits with the performance of the company’s games. Game Insight told us last year that it was earning $ 1 million a month from its free-to-play Android hit Paradise Island, and the iOS version of My Country was earning $ 150,000 a week while it was at the top of the iPad top grossing charts. Game Insight currently operates 14 development studios and just announced the opening of a new office in San Francisco to help the company pursue mobile publishing.

The company currently has three free-to-play games in the top-grossing Android app charts holding the No. 14, No. 17 and No. 26 spots. Its game Mystery Manor: Hidden Adventures is currently the No. 3 highest grossing iPad app. On Facebook, the company has 4.6 million monthly active users and just over 690,000 daily active users according to AppData.

Game Insight maintains an agressive international strategy, bringing its games to more than 20 social networks and app stores including GFan (China), Mobage, T-store (south Korea), Vkontakte, Orkut and Draugiem. It also operates its own web-based gaming platform, Funzay!com, which has upward of 15 million players.


Source: Inside Social Games

Revenues from Zynga games accounted for 12 percent of Facebook’s 2011 revenues, the social network’s S-1 filing reveals. No other customer represented more than 10 percent of total revenue in 2009 or 2010. Facebook reports that social game devs — most of all Zynga — are currently responsible for almost all revenue derived from Payments.

Aside from in-game transactions conducted with Facebook Credits — of which Facebook gets up to a 30 percent cut as part of a special agreement with the social game giant — and ads bought by Zynga, the CityVille developer also generates a large chunk of pages where Facebook displays ads. While Zynga is locked into Facebook Credits until May 2015, Facebook points out that any trouble in paradise with its biggest game developer could harm its bottom line.

Be sure to follow our sister site, Inside Facebook, for full coverage of Facebook’s initial public offering.


Source: Inside Social Games

Facebook had $ 1 billion in net income on $ 3.71 billion in 2011, according to its filing to raise $ 5 billion in public markets. The company’s revenues grew 87 percent year-over-year from the 2010, which in turn more than doubled from the year before.

Payments and fees revenue made up $ 557 million or about 15 percent of revenues for all of 2011, showing that the company is still heavily dependent on display advertising. Ads made up $ 3.154 billion in revenue. Just to note, Facebook has $ 3.91 billion in cash and marketable securities.

If you look specifically at the fourth quarter of last year, revenue grew 55 percent over the same time a year earlier. That’s mostly because of advertising revenue, which climbed 44 percent. Last quarter, Facebook saw the number of ads it served rise 16 percent while the average price per ad also jumped 24 percent. The growth in overall ad inventory has to do with more usage, as Facebook grew to 845 million monthly active users. At the same time, the company also tweaked the prominence of ads on pages and increased the reserve price for ads.

The other key revenue stream to point out is fees or payments, which are mostly from social games that use the company’s virtual currency Credits. Facebook made Credits mandatory for canvas games in July of last year, and that helped payments and fees revenue grow to make up 17 percent of the company’s revenue in the most recent quarter. That’s up from 10 percent share a year ago. So the company is making progress in diversifying from pure display advertising revenue.

The question now is whether Facebook can duplicate its success in payments in verticals outside of gaming. At a market capitalization of $ 7.41 billion, Zynga is the biggest company to date that the Facebook platform has spawned. But other categories of apps still have far to go. Facebook has made a concerted effort this year to diversify its platform by supporting businesses like Spotify and media properties like The Washington Post, but media and music have been historically difficult to monetize online.

Facebook even acknowledges its dependence on the social gaming ecosystem in the risks sections saying that Zynga accounts for 12 percent of the company’s revenues. That includes both payments revenue and advertising that is displayed alongside Zynga games.

“If the use of Zynga games on our Platform declines, if Zynga launches games on or migrates games to competing platforms, or if we fail to maintain good relations with Zynga, we may lose Zynga as a significant Platform developer and our financial results may be adversely affected,” the filing says.

Mobile is another potential growth area. Right now, increased mobile usage actually undermines Facebook’s financial performance because the company has yet to display ads in any of its smartphone or tablet apps. On top of that, Facebook does not have its own mobile operating system like Apple or Google, which makes it difficult for the company to earn a 30 percent cut of payments revenue through mobile apps. But Facebook says that showing sponsored stories in the news feed is one way it plans to monetize its mobile presence.

Overall, Facebook says its market opportunity is in display and performance advertising, where marketers can target users either on demographics like age and gender or their likes and preferences. Facebook also says it might expand its Credits virtual currency to other app categories. But it leaves out what we think are interesting revenue opportunities: an ad network that extends well beyond Facebook.com and search advertising from a search engine that marries Facebook’s open graph data and a thorough index of the web.

Facebook also says it is geographically diversifying revenue. The U.S. made up 56 percent of revenues last year, down from 62 percent in 2010 and 67 percent in 2009. This is mostly because Facebook is now growing faster in other countries than in the U.S. plus the fact that it has added international sales offices and more payment methods. The most lucrative markets outside the U.S. are unsurprisingly from Europe and English-speaking countries like Canada and Australia. That said, Facebook is seeing some of its fastest growth from Brazil and India so we might see some even further broadening over the next few years. India actually recently took Indonesia’s crown as Facebook’s second largest market during the past month.

This story is developing and we’ll report more as we go through the financials. Facebook filed to raise $ 5 billion in a much anticipated initial public offering today. We have a breakdown of the investor table here. We also have a breakdown of how much Facebook has paid for all of the companies it has acquired over the past few years.


Source: Inside Facebook

Revenues from Zynga games accounted for 12 percent of Facebook’s 2011 revenues, the social network’s S-1 filing reveals. No other customer represented more than 10 percent of total revenue in 2009 or 2010. Facebook reports that social game devs — most of all Zynga — are currently responsible for almost all revenue derived from Payments.

Aside from in-game transactions conducted with Facebook Credits — of which Facebook gets up to a 30 percent cut as part of a special agreement with the social game giant — and ads bought by Zynga, the CityVille developer also generates a large chunk of pages where Facebook displays ads. While Zynga is locked into Facebook Credits until May 2015, Facebook points out that any trouble in paradise with its biggest game developer could harm its bottom line.


Source: Inside Facebook

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