Selling Digital Goods: Stay Safe and Reap the Rewards

[Editor’s Note: The following is a guest post by PayPal’s Peter Martin, who has managed the Risk consulting teams for the company’s Merchant Services, Debit Card and Credit business units, working with both large merchants and the digital goods merchant segments. Before joining PayPal, Peter managed risk for Wells Fargo Bank, Consumer Deposits Group and Barclays Global Investors.]

As a merchant, there’s a lot to like about the selling of virtual goods. The category is exploding, and projected to reach $1.6 billion this year in the US, according to the Inside Virtual Goods report. According to the research firm Forrester, 15 percent of U.S. consumers purchased software and games online to play on their PCs, and 8 percent purchased games to play on their mobile phones.

But while digital goods is a fast-growing business that is wide open to innovation, the reality of selling online is that – just like any business – there exists some level of risk. For digital goods, a faster sale/delivery cycle gives the bad guys a faster getaway, and a “borderless” customer base can attract a global community of fraudsters. In addition, digital goods merchants are often newer to the market and less experienced in combating fraud.

Digital goods vendors generally face three kinds of threats: account takeover, stolen financials and “not-so-friendly fraud.”

The good news is that many of the best practices used in curbing online fraud work well for digital goods merchants, too. The situations and economics are different, but the approach is similar: be aware of the vulnerabilities and act to prevent them.

Account Takeover

Account takeover tends to harm the user experience and reputation of your brand. Here, a customer’s user name and password are compromised, and their account is taken over. The perpetrator goes online and starts transacting, buying goods and selling on the open market. Other virtual currencies make it easy for third parties to facilitate the exchange. It all happens very fast, typically with the help of a scripting language.

The first bar of prevention is better password authentication. The higher bar entails a better understanding of a user’s behavior. If I only log into my account at home or work, a login from a different machine should attract some attention—and some challenge questions. The same is true if my IP address would indicate I live in North America but appear to be logging in from Iceland, or if my usual browser is set to American English but this one is set to Cyrillic. There are several of these identifiers, all of which can be used to better secure the login.

Stolen Financials

Compared with account takeover, which is restricted to your customers, stolen financial information casts a much wider net. Here, the fraudster sets up a “legitimate” account using stolen information, purchases virtual goods, then turns those purchases into real-world cash. This cycle also relies on scripting language, which in turn speeds up the process.

Typically after the legitimate cardholder reports the fraudulent transaction, the merchant will refund the money. But because the markup on digital goods is so high and the unit costs so low, digital goods vendors routinely tolerate a level of chargebacks that would sink a vendor selling jewelry or electronics.

The solution: be extra vigilant in verifying credit card information by using the Address Verification System, which matches the billing address provided by the customer with the one on file with the credit card company. Even better, require entry of the Card Security Code found on the back of the card. Most stolen card data on the Internet still doesn’t include that number. A third layer of protection is a NAP check: validating a customer’s name, address, and phone number, which can then be cross-checked with the customer’s IP location.

Not-So-Friendly Fraud

The industry calls the third threat “friendly fraud,” but for merchants, it doesn’t seem all that friendly. Not-so-friendly fraud is usually buyer’s remorse. A player gets wrapped up in a game, spends $200 and then wakes up the next day with a financial hangover. Instead of vowing to live a more sober online life, he denies making the charge. That’s the usual scenario. Variations include a child using a parent’s credit card, or a malicious player buying digital goods with the intent of later denying it. Because chargeback rules were designed for physical goods, people can abuse the system, knowing that most digital goods vendors won’t take the time to push back.

Whatever the form, not-so-friendly fraud is a growing threat for social networks. The best solution is a combination of fraud scoring and community negative files. Fraud scoring analyzes a merchants’s own internal data to try and determine the likelihood that any transaction will be fraudulent. For example, a game operator could determine from usage data the average velocity of a sword purchase, and then identify outliers—purchases that are well outside that norm. Community negative files are shared intelligence between vendors, so that a fraudster’s history begins to follow him or her from merchant to merchant.

Securing Your Site

Best practices only work if you implement them. Merchants we work with have reduced fraud by purchasing risk mitigation services from third-party vendors or developing their own in-house. Stamping out fraud is part of PayPal’s DNA, as well, and you will see more of safety measurements from us in the future.

PayPal maintains a microsite for digital goods vendors, including links to best practices guide and list of partners, as well as information on micropayments for digital goods.

Hi5 Beefs Up Social Games Platform with Purchase of Big Six

Hi5 has been transitioning from being a social network to becoming more of a social gaming platform for more than a year now, and it’s taking a step further through a new acquisition. The company has purchased Big Six, a 3 month old social game developer based out of Austin, Texas — it hasn’t launched anything yet, but it raised funding, and it was founded by a number of experienced game entrepreneurs.

The terms of the deal were not disclosed, but here’s some more about what’s going on. Big Six’s founders include Kevin Gliner, Monty Kerr and Chad Hansing, all of whom have years of experience building a range of games and gaming services, and expect them to apply their expertise at Hi5, specifically in terms of payments, fraud and conversion for its virtual goods.

Some more background, via VentureBeat. Gliner has held leadership roles at Cinematronics, Knockabout Games, WildTangent, Activision and Maxis, and will be Hi5′s new senior vice president of production. Kerr founded casual multiplayer game developer Red 5 Games and Glass Eye Entertainment, which makes widely used online gambling software; he also worked at Compulsive Development and founded Knockabout with Gliner.  He’ll be vice president of commerce and advertising platforms at Hi5. Hansing has been an executive with Kerr at Red 5, Glass Eye and also with Gliner at Knockabout.

The common thread here, as game industry veterans will know, is that they all have worked with Hi5′s new chief technology officer, Alex St. John, at one point or another in their careers. St. John helped develop the DirectX game platform for Microsoft, which led to its Xbox console. He served as a company game evangelist for years, then founded game platform and game advertising company WildTangent in 1998. Although WildTangent developed virtual goods and other aspects of today’s social games much earlier than most in this country, it has only recently gotten into social gaming — moving into the advertising offers business, as it announced earlier this week.

While Big Six brings some technology with the purchase, the big point, as Big Six told us this afternoon, is to refine Hi5′s virtual goods systems as it continues to expand its games, and third-party gaming platform. You could probably guess as much from the founders’ new titles; Hi5 isn’t saying any more about its future plans, although it says to stay tuned for more announcements in the next few weeks.

More Details on Inside Social Apps 2010 – Coming April 20th in San Francisco

April 20 | San Francisco

As we recently announced, Inside Social Apps 2010, our first conference on the future of monetization on social platforms, is happening April 20th in San Francisco, one day before Facebook’s official “f8″ event. We’re excited to see all of the developers and entrepreneurs from around the world that are planning to attend!

In addition to the 24 confirmed speakers at Inside Social Apps 2010, including executives from all the largest developers on the Facebook Platform, we’re very excited to announce three more speakers today: Season Xu, Co-founder and COO at Five Minutes (makers of Happy Farm), Dave Etling, VP Product Development at InComm, and Jeremy Liew, Managing Director at Lightspeed Venture Partners. They will be joining our full list of speakers listed below.

More speakers and a full agenda will be announced shortly.

Finally, a limited set of “early admission” tickets is now available through Friday at a special price of $299. This price will change after Friday, and space will be limited, so we encourage you to register now.

Inside Social Apps 2010 – April 20th in San Francisco

Three years after the Facebook Platform launched in 2007, what started out as sheep throwing and vampire biting has quickly become a profitable billion-dollar industry. Today, social games monetizing through virtual goods have quickly become one of the hottest sectors of technology and entertainment, both in the US and around the world. Where are social apps going, and who is leading the way?

Inside Network is proud to announce our first conference on the future of monetization on social platforms: Inside Social Apps 2010, happening April 20th in San Francisco, is bringing together the world’s leading entrepreneurs all in one place to discuss the future of social applications and games monetizing through virtual goods.

This will be an in-depth one day event geared toward developers on Facebook, MySpace, and the iPhone, senior executives, and investors. At Inside Social Apps 2010, founders and CEOs of the top social gaming, mobile social gaming, payments, and virtual goods infrastructure companies will be tackling the key issues facing the industry. We’re hosting it one day before Facebook’s “f8″ event in San Francisco, so this will be an excellent opportunity to learn about the key issues facing the future of the Facebook Platform and beyond before Facebook’s official event.

Register Now


A limited set of “early admission” tickets is available through Friday at a special price of $299. This price will change after Friday, and space will be very limited, so we encourage you to register early.

From all of us at Inside Network, we hope to see you on April 20th in San Francisco!

Emily’s Girl Talk – An iPhone Game for Young Women

Emily's Girl TalkHere’s one for the ladies. Well, the little ladies anyway (or just anyone feeling nostalgic). Remember playing those silly prediction games as kids? Games where you pick a name, a number, or a color and it was supposed to tell you important life facts like where you’ll live, who you’ll marry and so on? Apparently, these games are back with a simple iPhone app called Emily’s Girl Talk from indie developer, Broken Thumb Apps.

The game is actually a compilation of four other smaller titles that are essentially digital remakes of games many girls probably played during their childhood: MASH, Lemon, Cootie Catcher, and Love.

Each game, more or less, plays the same way. Seeing as how it’s the first game on the list, MASH is probably the best place to start. All the game really does is take input information and composes it together into an amusing story. Users submit up to five picks for your crushes, cars, cities, jobs, wedding dress colors, and numbers. They can either type it in themselves, choose from a list, or simply touch “Emily’s Picks” for random choices in all. Then, you pick the “magic number” to start making the story, and after a few moments, an amusing tale of your future is displayed regarding who you’ll marry, where you’re honeymoon will be, and what you’ll drive.

StoryAs if that wasn’t amusing enough, the story can then be shared via email, Facebook, or Twitter. In fact, it also gets saved to an in-game journal and can be pulled up again at anytime, which means it can be shared again at anytime too.

As for the other games, Lemon focuses on names, body parts, cities, and things you can do with a lemon to make funny statements such as “Vanessa will heat Luis’s ankle in Budapest.” Cootie Catcher is a virtual version of those paper fortune telling toys that will answer a yes or no question based on what numbers and colors (typically written on the toy itself) are picked. And Love is a simple mini-game that asks for your name and your crush’s name and “calculates” your percent chance for love.

StickersVisually, the game fits very well with its target demographic of young girls. It’s full of overly cute drawings saturated in an almost storybook color scheme (not to mention the palette is mostly pinks, violets, and soft yellows). To further the appeal to this audience, Emily’s Girl Talk even allows users to earn stickers (sort of like trophies) just by playing the game.

Frankly, for what it is, and for those it is made for, Emily’s Girl Talk is a great app to have at only $0.99. A lot more has been spent on a lot less. That said, however, it doesn’t come very recommended for girls that have nosy little brothers, as unlike a diary, this app doesn’t have a lock.

Happy Island, MindJolt and Yet More Zynga on This Week’s Top Facebook Gainers by Daily Active Users

Zynga is three for three with this week’s AppData list of fastest growing Facebook games by new daily active users (DAU). Two weeks ago, it headed the list with FarmVille; last week it was Texas HoldEm Poker, and now it’s Café World.

Granted, the growth bar for Zynga games is not high, in terms of percentages. The company’s top games are already massive, so when they grow a few percentage points, they end up on top of our lists — as they have repeatedly for the past few weeks. But there’s extra significance to Zynga topping out not only on our monthly active user growth list; but on this DAU list as well.

Zynga has obviously found a new engine for growth, drawing in players more rapidly than it has for several months. The fact that its games keep showing up on these DAU lists means that the players aren’t just showing up — they’re staying, too.

Take note also of Mafia Wars, which has climbed to number five. And with that, we’ll save the rest of our breath for the parts of the list that aren’t owned by Zynga. Here it is:

Top Gainers This Week – Games
Name DAU Gain↓ Gain, %
1. icon Café World 9,562,640 +644,618 +6.74
2. icon Country Life 2,566,073 +342,966 +13.37
3. icon Happy Island 3,170,742 +342,335 +10.80
4. icon MindJolt Games 3,137,642 +284,509 +9.07
5. icon Mafia Wars 6,436,360 +179,084 +2.78
6. icon 開心水族箱 1,576,168 +163,073 +10.35
7. icon FarmVille 29,716,810 +147,845 +0.50
8. icon Farm Town 2,677,757 +143,223 +5.35
9. icon Bejeweled Blitz 2,898,290 +138,633 +4.78
10. icon Birthday Cards 2,084,783 +122,374 +5.87
11. icon Ninja Saga 699,050 +122,342 +17.50
12. icon GooBox – Jeux Gratuits 433,675 +116,836 +26.94
13. icon 開心寶貝 586,948 +102,233 +17.42
14. icon 開心農場 1,883,956 +101,992 +5.41
15. icon Roulette Madness 155,965 +97,975 +62.82
16. icon My City Life 559,119 +97,531 +17.44
17. icon Poker Madness 115,848 +91,199 +78.72
18. icon 開心農場 2 294,849 +80,583 +27.33
19. icon Treasure Madness 876,875 +70,999 +8.10
20. icon Happy Pets 2,045,783 +68,728 +3.36

Country Life grew significantly over the past week, but long-term its user numbers look stable; the rise might not last. CrowdStar’s Happy Island, on the other hand, also made the list last week, albeit in a lower position, and appears to be growing, if slowly. Island games certainly seem to be here to stay, as evidenced by Playdom’s recent release of Tiki Resort, which we reviewed yesterday.

MindJolt Games deserves special mention for restarting its growth. For those that don’t recall, it’s the hold-all app for several hundred MindJolt games — a sort of sub-site within Facebook. It’s the company’s only app, which makes it all the more important that it’s growing well, adding almost a million DAU over the past month.

Many of the remaining games above didn’t appear last week, so they have yet to prove long-term growth. But do notice the somewhat ironic pairing of FarmVille and Farm Town at number seven and eight. FarmVille, as we mention above, is definitely on a growth streak.

Not so for Farm Town. The game has actually lost half a million DAU over the past month, and only appeared here because of what looks like a temporary uptick. In the end, perhaps there can be only one virtual farm.

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