Credits

Facebook has updated its payment terms for both users and developers following Tuesday’s announcement that it would support monthly subscription billing for apps and games on its platform and phase out Credits in favor of a user’s local currency.

Note that Facebook’s transition from Credits to local currency is not an indication that the social network is getting out of the payments business. In fact, it is expanding it to be more similar to Apple’s iTunes App Store model, rather than emphasizing virtual currency. This should give Facebook more flexibility as it looks to monetize apps beyond games.

Overall, the new policies are more comprehensive and better organized, which is important as the number of users and developers who use Facebook’s payments platform expands over the next year to include more non-game transactions.

Continue reading about the changes to user and developer terms on our sister site, Inside Facebook.


Source: Inside Social Games

Facebook has updated its payment terms for both users and developers following Tuesday’s announcement that it would support monthly subscription billing for apps and games on its platform and phase out Credits in favor of a user’s local currency.

Note that Facebook’s transition from Credits to local currency is not an indication that the social network is getting out of the payments business. In fact, it is expanding it to be more similar to Apple’s iTunes App Store model, rather than emphasizing virtual currency. This should give Facebook more flexibility as it looks to monetize apps beyond games.

Overall, the new policies are more comprehensive and better organized, which is important as the number of users and developers who use Facebook’s payments platform expands over the next year to include more non-game transactions.

For users, the social network added more information and terms about various payment methods, and made it clearer that users under 18 cannot use Facebook Payments only with the involvement of a parent or guardian. The age stipulation was previously one of the final points on the user terms page. Now it is in the second paragraph. The payment methods section, including a definition of Facebook Credits, is completely new.

In the new payment methods section, the company expanded its payments terms to explain its policy around gift cards and introduced terms around mobile billing. For example, Facebook noted that it is not a bank and that gift card balances are not deposits and do not earn interest. Surprisingly, Facebook didn’t make any mention of mobile billing in its previous policy. The social network recently rolled out a two-step payments flow for mobile apps, but has supported mobile carrier billing for years.

Readers can compare Facebook’s new user payment terms with its previous policy from March 27 here.

For developers, Facebook changed its “Facebook Credits Terms” to the new brand of “Facebook Developer Payment Terms.” The terms page now includes more explanation of payouts and introduces the term “developer balance.”  Whenever developers complete a sale on the platform, Facebook will credit the proceeds, minus a 30 percent service fee, to a developer’s balance. The new policy is reorganized with clearer headlines and explanations, for example, including a section called “Your Responsibilities and Risks.” The section compiles conditions that were previously incorporated into several different areas of the document.

Developers can compare Facebook’s new developer payment terms with its previous credits policy from November 2011 here.


Source: Inside Facebook

Facebook will soon support subscription billing for apps on its platform, according to a post on the company’s developer blog. The company will also phase out Credits in favor of a user’s local currency — dollars, pounds or yen, for example.

Subscriptions will launch to all developers in July, though Zynga and Kixeye are already testing the feature for their games. This change gives developers a way to charge users on a monthly basis, rather than relying on individual virtual goods purchases. The alternative model could help developers and Facebook better monetize. It could also be a start to getting non-game developers to try Facebook’s payment platform.

As our sister blog Inside Social Games explains, subscriptions could lead players to spend more in games and also makes Facebook a better option for developers of free-to-play browser-based massively multiplayer online role-playing games.

We’ve previously written about how the social network was likely to introduce subscriptions as a way to monetize non-game applications. Because Facebook Credits aren’t required for these apps, only a few developers use them. For example, some studios offer movie rentals for Facebook Credits. These companies might now consider testing a subscription model that gives users access to more movies or special features if they sign up for a multi-month package. Facebook subscriptions will also support free trial periods, which could incentive users to sign up.

Other businesses built on Facebook, such as professional networking app BranchOut or news apps like Washington Post Social Reader, might find uses for subscriptions, however the social network’s 30 percent fee is likely to turn off many developers. For companies like Spotify and Netflix, which have to pay huge licensing fees to rights-holders, losing 30 percent simply isn’t an option unless they significantly increased their prices. But at higher price points, consumers might not decide to subscribe at all. [Update 6/19/12 2:08 p.m. PT - A screenshot of a sample subscription settings page on Facebook's developer site includes Spotify, MOG and RunKeeper as sample apps using subscriptions. It's unclear whether these are simply examples or actual developers in the beta program.]

Although the 30 percent fee is standard for app platforms like Apple and Android, it is far more than what online payments systems like PayPal charge. PayPal takes a 2.9 percent fee plus a $ 0.30-fee for each transaction. Facebook acknowledged in a regulatory filing that it might reduce its fee, but for now the 30 percent seems to stand.

Facebook, though, is in a unique position to streamline payments and offer developers useful data about who’s paying for subscriptions. If businesses can automatically gather information they would otherwise have to ask users for through forms, Facebook’s payments platform would be more attractive. Ease of implementation, increasing conversions and providing useful reporting are all areas the social network will need to improve as it expands its payments business.

With the latest phase out of Credits and by now supporting pricing in local currency, Facebook can simplify the purchase experience and give developers more flexibility. Developers will be able to set more granular and consistent prices for non-U.S. users and price the same item differently on a market-by-market basis. This also eliminates any confusion that resulted from users trying to think about conversion rates for dollars, Credits and in-game currency. Facebook says it will convert any Credit balances into the equivalent amount of value in users’ local currency, which they can spend on in-app items in the same way they do today. People can still redeem gift cards and store unused balances in their account. Any apps or games that sell virtual items will be required to use local currency by the end of the year.

The company 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 about 18 percent of the company’s revenue in its most recent quarter — up from a 13 percent in Q1 2011. Only 15 million users — fewer than 2 percent of total monthly active users — paid for virtual goods on the platform in 2011. Facebook has helped individual game developers who wanted to implement a recurring pay cycle in the past, but for the most part, subscriptions haven’t been an option until now.


Source: Inside Facebook


With millions of social gamers playing on Facebook, an offer of Facebook Credits rather than a cash discount can drive better results for advertisers.




Source: Advertising Age – Latest News

Facebook has just announced a closed, limited test in which for the first time it will allow websites to process payments for virtual goods using Facebook Credits. Facebook’s virtual currency is currently the mandatory payment method for all Facebook games on the web, a payment option for Facebook apps, and became available as a payment option to mobile app developers last week. The only initial launch partner for “Facebook Credits for Websites” will be online and downloadable games site GameHouse that until now only accepted payments through credit card and PayPal.

During the test, Facebook will closely monitor the demand for Credits as a payment method and the user experience of those that pay though its virtual currency. If a high enough percentage of users make purchases through Credits and feedback is positive, Facebook may expend additional resources to let more websites add Credits as a payment option.

Eventually, Facebook might open the option to all web developers selling virtual goods or digital media, allowing the social network to earn a 30% cut on transactions across the web. In exchange, sites will be able to provide an easier way to buy their goods and media than punching in credit card or PayPal details. Facebook has provided a signup page for developers that want to try Facebook Credits for Websites if the test is expanded.

GameHouse users that sign in to the site with their Facebook login will only see Credits as a payment option, not credit cards or PayPal. If they choose to buy virtual goods or proprietary in-game currencies, Facebook Credits will be deducted from the same account that Facebook canvas and mobile games pull from. Similar to within Facebook, users without an existing balance of Credits will be able to purchase a bundle within the payment flow.

Unlike on Facebook where Credits are the exclusive payment method for games, GameHouse may still offer other payment options. However, Ian Fliflet who handles corporate strategy for GameHouse tells me that those signed in through Facebook won’t see the option to pay with a credit card or PayPal account. This could anger some long-time GameHouse users that try signing in through Facebook for the first time only to find their preferred payment options missing. This could negatively skew feedback on Credits for Websites.

If the test does indicate a demand for Credits as a payment option outside of Facebook.com, its unclear whether Facebook would require developers to use its virtual currency exclusively. It could simply make them an additional payment option, the way Credits currently are for Facebook.com apps as well as mobile apps and games. However, it might extend this test model where sites that want to use Facebook as an identity and login provider will also need to use its taxed virtual currency.

We’ll have more analysis on the how the Credits payment flow works for websites and what Credits for Websites could mean for the social gaming and digital media industries shortly.


Source: Inside Facebook

Over the past week and a half, Facebook has posted to the Developers Blog announcing several new tools, protocols and capabilities for developers. These include

  • Better ways to submit bugs and track the API heath of the Platform,
  • Changes to the DealSpot and Games Dashboard Featured Status incentives for developers who have integrated Facebook Credits
  • A migration system where breaking changes are only pushed on the first day of the month
  • Support for OAuth 2.0 with XMPP
  • The deprecation of Auth 1.0 and the FB.Data call
  • The ability to manage Events and upload high-resolution photos via the Graph API
  • A more direct way for games to handle link clicks on the canvas page
  • The option to detect and control flash object visibility in apps

New Platform Tools

The Facebook Platform Live Status page has been redesigned and augmented with new functionality. Developers now see the current health of the Platform and when the latest JSON push was completed, followed by a list of the five latest Platform issues and graphs of the average API response time and error count.
Additionally, developers can hook their apps up to a feed of the JSON pushes so they can set their apps to begin automated testing once a push has completed. This will help developers ensure their tests are being performed on the latest code.
Facebook is replacing the Bugzilla bug tracking system developed by Mozilla with its own system that won’t require a separate log in. Developers will first see the top 20 trending bugs and options to search for, browse, and filter bugs by phrase or tag. Once devs have found a report about their bug they can subscribe to email updates, notify Facebook they’re experience it too, discuss workaround with other developers.
In order to speed up the resolution process, devs must include repro steps including IDs and access tokens in order to add a new bug report. Bugzilla is now read-only so devs should begin using the new Bugs tool. Slow bug resolution has been one of the biggest problems with the Platform. By developing a system that reduces the number of redundant bug reports and relieves the Facebook team from having to reach out and ask for repro steps, the site may be able resolve bugs more efficiently.

High Level Changes

On October 14th, Facebook will open to all Facebook Credits developers several of the special incentive features that were initially used to encourage early adoption of Credits as a currency and payment method.

Developers will gain the ability to target specific demographics with DealSpot, a TrialPay-developed system that shows in-game icons leading to offers users can complete to earn Facebook Credits. DealSpot presents offers to users that might not have visited the offer wall, so developers looking to augment sales of virtual goods with another revenue stream should strongly consider activating the feature.

All developers will also gain access to broad category targeting, which lets them target Facebook Ads to users based on their interest in anything related to a selected topic. Facebook actually began testing this feature in April as an alternative to targeting specific keywords. The ability to target all social gamers rather than just fans or the Pages of certain games, Broad Category Interest targeting could help developers attain more new customers with less effort spent on ad targeting.

Facebook’s free marketing system known as Games Dashboard Featured Status and Social Placements will also become available to developers of games integrated with Credits. Games eligible for the promotions are “evaluated on a case by case basis, such as for game quality, genre and new functionality”. The system will be especially helpful to developers that are building great games but that don’t have big marketing budgets.

Recently, Facebook announced that developers would have a minimum of 90 days between the announcement of a breaking change and its implementation. To make adapting to these changes more predictable, Facebook now says it will only push breaking changes on the first day of any given month. This will reduce stress for developers, since they won’t have to worry that they may have missed an announcement about a breaking change that could suddenly take their app down.

For example, Facebook announced on September 16th that the FB.Data calls for waiting until specific queries were completed to perform an action will be deprecated. As such, the FB.Data calls will be deprecated on the first day of the month following the minimum 90 day period, January 1st, 2012.

Developers of XMPP Facebook Chat clients can now begin migrating to OAuth 2.0. They can use access tokens over SSL rather than sig and session_key parameters. As such, Facebook will deprecate Auth.promotesession on October 1st. The move to OAuth 2.0 will protect Chat clients from some types of data leaks.

A reminder, mandatory migration to OAuth 2.0 is coming on October 1st. Developers will need to have switched to the new JavaScript and PHP SDKs by then.

Specific Changes

Developers can now manage invite lists and check RSVP status for Events using the Graph API in addition to creating and deleting Events. This could help developers create powerful interfaces for professional event managers, or create an Events dashboard for users.

Facebook improved its Photos product last month, increasing the maximum photo size from 760 to 920 pixels. Photos uploaded through the Graph API can now have a maximum size of 920 pixels as well. However, photos returned through the API will still have a maximum size of 720 pixels, so there are no actual changes to what’s received from the API or FQL. The change will keep users from abandoning photo upload and editing apps when they want to upload high resolution photos.

By using FB.Canvas.SetUrlHandler, developers can now select to have clicks of links related to their apps from ticker stories, bookmarks, bookmark drop-down Requests and Request Notification stories be handled in-line in the apps. Previously, these clicks would needlessly redirect a user when they were already viewing the app the link led to.

For example, if an app employs FB.Canvas.SetUrlHandler, a user who clicks on a ‘your move’ Request or an achievement story while already viewing the app that published the Request or story wouldn’t be sent to the corresponding URL, but would be brought to the corresponding screen within the app. This should decrease load times and bounces from users clicking links on the Canvas page.

Flash applications using wmode=”window” rather than the recommended wmode=”opaque” can now pass a callback function to hideFlashCallback to FB.init to customize the visibility of flash elements when popups are shown. Previously, Flash objects could become hidden when popups were shown.


Source: Inside Facebook

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