Credits

Plink, a Facebook Credits-based rewards program, closed an angel investment round of $ 633,000 at a $ 5 million valuation.

Consumers who sign up for Plink can earn Facebook Credits when they use their credit card at brick-and-mortar locations, such as Taco Bell, Quiznos and 7-Eleven. Plink is one of a few companies betting on the rise of the social network’s virtual currency, Credits.

“Facebook Credits are proving to be the missing ingredient that bridges the gap between social media marketing and offline sales,” Plink co-founder Peter Vogel said in a press release.

When Plink launched in January, we applauded how the program connects offline transactions with people’s online profiles without placing additional onus on consumers or businesses. Credits accrue and can be redeemed with ease, similar to Frequent Flier Miles. The idea of Facebook Credits being used as rewards is an interesting one; people who might not see value in spending actual money for the virtual currency can earn Credits through Plink, for example, and then might be more likely to spend those Credits on virtual or digital goods. Brands end up subsidizing transactions that help developers and Facebook monetize.

The dilemma now, however, is that Credits are primarily used among players of social games because Credits are only mandatory for in-game transactions, not other digital goods. Studios that offer movies on the social network can use PayPal, thereby avoiding Facebook’s 30 percent fee. Media companies won’t start offering content for Credits until they see demand, but consumers won’t care about Credits until there is content worth spending them on.

Until Facebook makes a push to make non-gamers aware of Credits and get non-game developers to implement the currency, the efforts of Plink and companies like Ifeelgoods could be the primary drivers of the Credits economy. Ifeelgoods works with brands to offer Credits in return for user actions like watching a video or sharing a marketing message.

Angel investment firm Ahlborg Acquisitions and Matomy Media Group, which offers affiliate marketing and reward-based advertising platforms, participated in the round. Plink says the investment will go toward building the product and developing partnerships with restaurants and retailers. Last week, the company announced a partnership with more than 3,500 Arby’s restaurant locations.


Source: Inside Facebook

Facebook developers can now display Facebook-sponsored promotions in their games to encourage players to make a first-time purchase, according to a post on Facebook’s developer blog.

“New payer promotions,” which the social network created in February, give users who haven’t bought Facebook Credits before an extra $ 4 of in-app currency when they buy $ 1 in Credits. Facebook has advertised this promotion through offer walls and sidebar modules, but with today’s announcement, it will also get in-game placement.

The offer is meant to turn casual social gamers into paying players. Once users add billing information to their accounts and experience the in-game advantages that come from spending Credits, they are more likely to continue to buy virtual and digital goods within applications. Facebook says early data shows that about 20 percent of the users who make that first-time purchase spend more within a month.

The in-game promotions are available through DealSpot. After developers add a piece of code to their games, players who have not previously purchased Credits will see an icon promoting the offer. TrialPay, which controls DealSpot, says it will test several icons and optimize for performance without requiring any additional actions from developers.

It is unclear how much control developers have over where the icon appears in the game. In the example provided by Facebook, the offer is placed on the right-hand side of the screen, an area used in most games for less game-critical features. This might not be the most optimal spot to get a user’s attention, but it could be more effective than sidebar modules (see below).

This story originally appeared on our sister site, Inside Facebook.


Source: Inside Social Games

Facebook developers can now display Facebook-sponsored promotions in their games to encourage players to make a first-time purchase, according to a post on Facebook’s developer blog.

“New payer promotions,” which the social network created in February, give users who haven’t bought Facebook Credits before an extra $ 4 of in-app currency when they buy $ 1 in Credits. Facebook has advertised this promotion through offer walls and sidebar modules, but with today’s announcement, it will also get in-game placement.

The offer is meant to turn casual social gamers into paying players. Once users add billing information to their accounts and experience the in-game advantages that come from spending Credits, they are more likely to continue to buy virtual and digital goods within applications. Facebook says early data shows that about 20 percent of the users who make that first-time purchase spend more within a month.

The in-game promotions are available through DealSpot. After developers add a piece of code to their games, players who have not previously purchased Credits will see an icon promoting the offer. TrialPay, which controls DealSpot, says it will test several icons and optimize for performance without requiring any additional actions from developers.

It is unclear how much control developers have over where the icon appears in the game. In the example provided by Facebook, the offer is placed on the right-hand side of the screen, an area used in most games for less game-critical features. This might not be the most optimal spot to get a user’s attention, but it could be more effective than sidebar modules (see below).


Source: Inside Facebook

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 loses lobbyists – Politico reported this week that three contract lobbying firms working for Facebook pulled their services after content providers who were also clients raised concerns. The story implies that Internet providers and content creators are at odds, noting that Facebook increased its lobbying expenses 285 percent from 2010 to 2011. [Image via Facebook]

Facebook engineers now designing hardware – As part of its Open Compute Project, Facebook staff has begun to design its own storage hardware, according to a report from Wired.

Facebook wins Power.com court fight – Facebook finally won its case against Power.com, a now-defunct website that used to aggregate data from social networks. The lawsuit began in 2009.

Facebook used to serve legal claims in UK – Facebook may now be used as a platform with which to serve legal claims in the United Kingdom. A judge in a court case recently allowed Facebook to be used in a commercial case where one of the parties was difficult to locate.

Study: users managing privacy controls better – The Pew Internet and American Life Project released a study this week that found that users of online services are becoming more active at controlling their privacy.

Crowdtilt launches funding platform – Crowdtilt publicly launched its group fundraising platform this week. The site uses social media platforms like Facebook to allow groups of people to raise money for anything from art projects to vacations.

Miloyni releases Credits whitepaper – Miloyni has written a report called “Facebook Credits 2012: A Merchant’s Perspective” examining the benefits and drawbacks of Facebook Credits.

Oscar buzz on Facebook – Banyan Branch put together an infographic with buzz for Oscar nominees ahead of the ceremony this weekend.


Source: Inside Facebook

Facebook’s top developers say the company’s payments infrastructure and virtual currency Credits is converting fewer paying users than they had hoped a year ago.

Facebook made it mandatory for developers to use its payments platform in canvas games in July. That meant developers on the platform had to start handing over a 30 percent revenue share to the company, mirroring a similar split on Apple’s iOS. The hope was that a single, universal currency would make it more frictionless for users to start paying for virtual goods.

“We thought that conversions would go up and be around 15 or 20 percent,” said Kevin Chou, the chief executive of Kabam, a social gaming company that targets a more hardcore demographic, at the Inside Social Apps conference in San Francisco. “But it turned out to be around 5 to 10 percent, meaning that we’re taking a 20 percent net tax.”

For comparison, Facebook’s biggest developer, Zynga, revealed in its prospectus that it had 3.4 million unique payers during the third quarter of last year. That’s out of 152 monthly unique users in the same time period, suggesting a 2.2 percent conversion rate.

Anil Dharni, who co-founded Funzio, which has had hits on iOS and Facebook like Crime City, said the move to Credits ended up being roughly even for the company.

“Facebook credits is a wash for us,” he said. “It increased the conversion rate but we actually saw a gradual decrease in average revenue per paying user. It’s hard to know why.” Funzio has since moved its focus to iOS, where it has launched Crime City and Modern War, both titles that reached the top of the grossing charts.

Continue reading on our sister site, Inside Social Games.


Source: Inside Facebook

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