Three Ways Google Could Push Adoption of Android Market’s In-App Billing

[Editor's note: Charles Hudson is a co-author on our Inside Virtual Goods series of industry reports, a co-founder of Android game developer Bionic Panda Games and a partner at SoftTech VC. Bionic Panda recently began using Google in-app billing, which finally came out to consumers at the end of March after several months of anticipation from the Android developer community.]

We recently decided to launch Google In-App Billing in our first game, Aqua Pets. As a matter of background, we had been using PayPal to monetize our original game and were beginning to get user requests for support for credit cards. About one week ago, we released Google In-App Billing for Aqua Pets and decided to see how it would perform.

Our one major reservation with moving forward with Google in-app billing was the relationship between the 30 percent commission and what we anticipated the payment-enabled customer audience to be. While we don’t develop for the iOS platform, there are two compelling reasons why we think the 30 percent that Apple takes makes sense:

> Continue reading on Inside Mobile Apps.

Amazon Appstore’s Window of Opportunity Around In App Payments

Amazon has spent more than 15 years becoming the undisputed leader in online retailing for physical goods like books. While it does sell music and e-books, it has yet to figure out virtual goods sales in games with the same precision.

That’s why the conspicuous absence of in-app payments in Amazon’s developer distribution agreements for its newly-launched Android appstore is intriguing. And we know of several companies that are going to make a move on this in the next few months.

“The Amazon Appstore supports one-time, up-front purchasing for apps,” said Amazon spokesperson Anya Waring. “We recognize that downstream monetization features are important to developers’ business models, however, and don’t restrict their use in our developer agreement.”

This is very different from how Google is approaching its officially sanctioned Android Marketplace. Google has stressed that if Android developers want to sell goods or virtual currency in their apps and be listed in their marketplace, they need to use Google’s preferred payments methods such as Checkout or direct carrier billing. These terms have rankled Android developers who have been waiting months for a full consumer launch of Google’s long-delayed, in-app billing. (In app billing is currently in beta to developers.) At the same time, the complicated user experience on Google Checkout has made it difficult to get paid downloads on Android despite the platform’s explosive trajectory and growing market share.

> Continue reading on Inside Mobile Apps.

RewardVille Gets Players Hooked on Zynga’s Own Currency and Points, off Facebook

A long time in coming, Zynga’s RewardVille site is going live today, promising players of Zynga games a variety of new ways to earn in-game points called “zPoints” and a currency called “zCoins.” They can then use the currency to earn special things like limited edition virtual goods in top games like CityVille and FarmVille.

RewardVille is both a loyalty program and a way of getting users more used to earning and spending in currencies that Zynga controls, rather than Facebook Credits.

Despite ongoing efforts with other platforms, mostly mobile at this point, Zynga still has most of its audience on Facebook. And as long as it depends on Facebook, it is subject to the rules that Facebook puts in place around its business — Credits being the main example today, as Zynga tried hard to get out of paying the 30% fee for using the mandatory currency before signing to a five-year deal to use it last May.

If Zynga is going to go public, which it could do as early as 2012, it needs to prove it can make money on more than one platform. With mobile social gaming still emerging, other social platforms withering, and Facebook continuing to grow, Zynga’s other main alternative is the open web. A service called zLive, or Zynga Live, has been in the works for at least a year or so. When Zynga was near closing a massive private equity round that values it at $10 billion, a New York Times article on the funding cited three sources saying Zynga Live was coming later this year.

So now, ahead of that launch, Zynga’s Facebook users are getting all the points and currency they need to get playing on the site. That’s not to say that Zynga wants to get all of its business off of Facebook, as that’s where many of its users want to be. Rather, it is likely trying to do things like get its most serious (spending-prone) users away from Credits.

The relevant part of the Zynga press release:

“Level-up” the Zynga Way – Rack up Zynga-level points called “zPoints” and currency called “zCoins” across Zynga games. Earning zPoints lets you advance your Zynga level, gain zCoins, and just as in the games, unlock different RewardVille items along the way. Earn as much as 80 zPoints per game or 300 zPoints total in one day. The more you play Zynga games, and the more Zynga games you play, the faster you’ll level up and earn rewards in RewardVille.

Get Exclusive Virtual Goods – Redeem zCoins for exclusive and limited edition items, such as the “Stepped Skyscraper” in CityVille or a “Ring of Fire” in FrontierVille, available only on RewardVille. These special items are free and offer great payouts that help you advance faster in your game. All players who sign up for RewardVille in March will receive one free item per game.

Connect with Friends Across Games – Send mystery gifts across games to friends and family playing other Zynga titles. Once they accept your gift, they gain zPoints or zCoins which can be traded in at RewardVille for exclusive items in the games they love to play.

Facebook Credits GetBalance API Helps Developers Dynamically Price Virtual Goods

Facebook has released the getBalance API call as an incentive to game developers who use Facebook Credits as their exclusive premium in-game currency. The call lets developers determine the Facebook Credits balance of any of their users. This allows them to identify high rollers with a large balance of Credits and dynamically price virtual goods to increase purchase probability or profit margin, improving monetization.

Starting July 1st, all Facebook games must process payments exclusively through Facebook Credits, Facebook’s virtual currency. Developers can either use Credits as their payment method, allowing users to purchase a game’s proprietary premium in-game currency with Credits, or use Credits as their premium currency. Facebook wants developers to use Credits as their in-game currency (PDF) because it removes an extra step from the spending flow, as Credits as a payment method requires users to buy to credits to buy premium currency to buy virtual goods.

> Continue reading on Inside Facebook.

 

Are In-App Payments and Facebook Credits on a Collision Course?

Apple’s iOS and Facebook are very different platforms at a fundamental level. But their moves over the past month suggest that they could clash over the next year or two in some fascinating ways.

At its core, Facebook is an identity layer that is agnostic about which device or application a user touches the platform with. iOS, in contrast, has so far existed mainly to drive sales of Apple hardware.

But both Apple and Facebook want a cut of downstream revenues from the burgeoning economies that their platforms support. Apple did this from the get-go by taking 30% of revenue from paid apps, which it extended to in-app payments and now subscriptions. Facebook did this with Credits, the currency it introduced as virtual goods blossomed into a $2.1 billion U.S. market. It anchored off the price expectations Apple set, and also used the 70% to 30% revenue split.

Both have moved to consolidate power around their in-house payment systems this year. Facebook will make Credits mandatory as the sole payment option for games by July. Apple now requires that publishers offer consumers the choice of paying through iTunes for subscriptions or in-app purchases, from which it will take a 30% cut. While consumers can still pay for subscriptions outside iTunes, Apple’s system is so seamless that most consumers will probably opt for it anyway.

So this is all well and good: Apple controls payments on iOS. Facebook controls payments on canvas games. When does it get interesting?

Continue reading on Inside Mobile Apps.

Facebook Posts Implementation Details for Frictionless Payments and Buy With Friends

Facebook has released more details about Frictionless Payments and Buy With Friends — two new ways to spend its virtual currency Facebook Credits that it announced out our Inside Social Apps 2011 conference last week. Buy With Friends stories will only appear to users who play the game hosting the deal, and instructions for how developers can implement the two features has been added to the Credits API documentation.

Frictionless Payments Implementation

Frictionless Payments allows users to spend up to 30 Credits within a game without interrupting play with an “Are you sure?’ dialog. Users don’t have to go through the standard Credits interface, but instead make purchases directly through the game’s UI.

The system is one of the incentives Facebook is offering to developers that exclusively use Credits.Developers are required to display a user’s Credits balance somewhere in their app. If users have insufficient Credits to make the purchase, the app must pop up the Credits pay dialog so users can buy more. The Frictionless Payments API can only be executed within 30 minutes of a user interacting with the app.

The API call for Frictionless Payments is:

POST https://graph.facebook.com/[app id]/payments?access_token=ACCESS_TOKEN&from=USER_ID&to=APP_ID&order_details=ORDER_DETAILS

Monetization Boosts and Concerns

Frictionless Payments allows for impulse buying, and therefore increases conversion rates. Lolapps’ Ravenwood Fair has doubled its monetization, and OMGPOP’s Draw My Thing tripled its conversion rate by by implementing Frictionless Payments. Arkadium’s Mahjongg Dimensions has also implemented the streamlined purchase flow.

Developers may look to price their virtual goods below the 30 Credit cap to take advantage of Frictionless Payments. Users may grow accustomed to paying up to 30 Credits, and begin viewing anything costing more as a serious purchase that requires consideration.

There are some concerns that Frictionless Payments might lead to accidental purchases, though Lolapps chief executive Arjun Sethi has previously said that his company hasn’t received any refund requests. Others worry that malicious developers could manipulate users with system, such as rendering invisible purchase buttons within their app, causing users to spend Credits without knowing it. However, Facebook is currently only offering developer access to Frictionless Payments via an application process, and may deny developers based on their track records.

Buy With Friends Implementation

Approved developers can allow users who make in-game purchases to share a discount on the same item with their friends who play the game. Users are shown an update composer with the prompt “Unlock a [#]% off deal on this item for your friends by telling them about your purchase.” Friends can either make the discounted purchase in-line from the the news feed or follow a link and buy within the game.

Developers determine which items generate the Buy With Friends prompt when bought, the discount percentage, and the duration of the deal. Developers must configure a product and deal through the Graph API, determine if the user has access to the deal, and then may initiate the Buy With Friends flow. Developers can find sample code and a detailed description of the different purchase flows in the Buy With Friends documentation.

Impact of a New Viral Channel

Facebook says the developers who’ve tested Buy With Friends have found that “more than half of people who were offered a deal in-game decided to share it with their friends, and the engagement and conversion rates on the resulting posts were also strong.”

As there is no per unit cost for creating and selling virtual goods, discounts and sales can be a good way for developers to increase revenues. They can re-engage former players and inspire users who otherwise wouldn’t have converted to make a purchase because of the perceived value they gain from the discount.

As with other game content stories, only friends who play the same game will see Buy With Friends stories in their news feed. The feature may inspire users to form more friendships with people who play the same games as them in order to gain access to the discounts, which could increase the volume of unsolicited friend requests sent and dilute friend lists with people users don’t actually know.

Facebook hopes that the easier Credits are to spend, the more users will buy. As they are proving to support application monetization, Frictionless Payments and Buy With Friends may convince developers to accept 30% tax on Credits, which all applications will be required to use exclusively starting July 1st. Developers can apply for access to the APIs on the Credits Special Incentives support page.

Lolapps and Zynga Add TrialPay’s Credits Shortcut, Implement “Frictionless Credits”

TrialPay is working with Lolapps and Zynga to make the option to earn Facebook Credits through offers more obvious. Lolapps has also implemented Facebook’s new “Frictionless Credits” payment system into its game Ravenwood Fair. Both of these new payment flows should help the developers better monetize their games by increasing conversion rates.

TrialPay’s Facebook Credits Shortcut

TrialPay has also worked with Lolapps and Zynga to implement a shortcut to earning Facebook Credits. Previously, users had to go into the payment flow, click “Show more payment options”, then “Earn for free by shopping”, and then select from list of offers. Only certain savvy users would know how to navigate this flow, but many more are interested in earning Credits without paying. This meant a lot of lost revenue potential for developers, as well as Facebook thanks to the 30% tax it collects on Credits payments.

To remedy this, Trialpay created a shortcut that developers can currently integrate outside of gameplay, such as in banner ads or tabs. When clicked, users are immediately shown either the complete offer wall or a single especially relevant or valuable offer, allowing them to earn Credits for buying web service subscriptions, signing up for free accounts, sending Valentine’s day flowers, and more. The shortcut opens offer-earned Credits to mainstream casual gamers who might not have been aware of the option.

Ravenwood Fair uses a large “Earn Free Credits with Today’s Deal” banner below the game window. The ad opens to display a featured offer, and users can scroll to see other offers. CityVille uses a “Earn City Cash” tab at the top of the game window that opens the offer wall.

Early tests of the Credits shortcut have been promising, says TrialPay’s Co-Founder and Chief Product Officer Terry Angelos. The company will soon roll out another version of the shortcut that brings offers inside the gameplay window. Developers should realize that their users might want to spend Credits, just not pay for them. If they want to convert more users, they should make earning Credits through offers a prominent option outside the standard payment flow.

Frictionless Credits Boosts Ravenwood Fair’s Monetization

Lolapps is apparently on better terms with Facebook since almost all its existing games had their viral channels blocked for six months starting in October. Facebook offers incentives for developers who exclusively use Credits, including the opportunity to beta test new products. The company has exclusively used Facebook Credits since March 2010, qualifying for the beta program of Frictionless Credits.

The system allows users to instantly spend up to a few dollars worth of Facebook’s virtual currency without an “Are you sure?” confirmation. The beta partnership gave Lolapps early access to documentation on the feature so it could implement Frictionless Credits last week — just two days after the feature was announced.

Lolapps CEO Arjun Sethi says Frictionless Credits keeps “the payment flow part of the game, and it’s less distracting for the users. We’ve seen about a 2x increase in monetization.” Even though a quick misclick could cause a purchase, Sethi says there hasn’t been anyone calling for refunds. “We thought a lot of people might do it by accident, but no one’s had any issues with it.”

Other developers have had success with Frictionless Credits as well. OMGPOP’s implementation on Draw My Thing has tripled its conversion rate. We expect Zynga to implement it shortly.

Frictionless Credits is good for business, so developers using Credits should probably implement it, and those who aren’t should factor it into their decision of whether to voluntarily switch to Facebook Credits before the July deadline.

This Week’s Headlines on Inside Facebook

IF LogoCheck out the top headlines and insights this week from Inside Facebook— tracking Facebook and the Facebook platform for developers and marketers.

Monday, January 17th, 2011

Tuesday, January 18th, 2011

Wednesday, January 19th, 2011

Thursday, January 20th, 2011

Friday, January 21st, 2011

Facebook’s Big Credits Push Shows Itself in CityVille, Other Top Social Games

Over the past year, Facebook has steadily worked to make Credits the only payments option on its platform, but has given few specifics details on what it’s doing during the transition. Below, we take a fresh look at Facebook, its top developers and the platform providers to help clear up where Credits will go in 2011.

Although it has never said so explicitly and publicly, Facebook has required, one by one, all major developers to sign five-year agreements agreeing to use Credits exclusively. That’s instead of the direct credit card payments, third-party offer walls, game cards, and other payment options that have until now been the main ways to buy virtual currency for social games and apps on the platform.

Facebook’s initial plan was to fully transition to Credits by the end of 2010, but the results might not be obvious today. For example, the two largest games on the platform — CityVille and FarmVille — show an offer wall, game cards, and a variety of other non-Credits payment methods.

Yet these two games, along with most others from leading developers, have already integrated Credits as the only method of paying using credit cards. As you can see in the screenshot below, you’re directed to spend your Credits, not buy the City Cash game currency directly. And that means Facebook is already beginning to make a significant amount of money from virtual goods revenue in social games.

Direct payments currently account for over 80 percent of revenue in most social games, as we cover in our Inside Virtual Goods: The Future of Social Gaming report, and that proportion has been increasing steadily over the last few years. So, because Facebook takes a 30 percent cut of all Credits revenue, it  is now beginning to pull in a large portion of the hundreds of millions of dollars being spent on virtual goods on the platform.

Where Credits Are Still Missing

Credits are visibly missing from some locations in games. Yet from what we’re hearing, that won’t be the case for much longer.

In the past year, companies have been pushing alternative monetization ahead on their own, keeping existing revenue streams intact during their transition to Credits. Many invested a significant amount of their own money in payment systems before Facebook began pushing the Credits requirement, which they have still been capitalizing on.

The most striking example of missing Credits is in CityVille — the largest Facebook app ever. Since launching at the beginning of December, half a year after Zynga agreed to sign on to Credits, CityVille has featured a wide range of the other options, including a non-Credits offer wall from Tapjoy. Zynga’s previous hit, FarmVille, also still has the Tapjoy offer wall that it has had for years (since back when Tapjoy was Offerpal).

As we wrote last week over on Inside Mobile Apps, Tapjoy is still seeing significant revenue from Facebook, while other offers companies have told us that their revenues on Facebook have been growing by around 20 percent every quarter in the past year.

Zynga was also busy adding other non-Credits payment options over the course of the past year: It announced programs with American Express and Citi nearly at the end of the year, allowing users to exchange their card loyalty reward points for virtual currency, even though Facebook has been building out its own loyalty exchange program over the same period.

Beyond Zynga, the usual variety of non-Credits payment options are also still live on established hits like Playfish’s Restaurant City and Playdom’s Social City, even though those companies have also already agreed to the five-year Credits deal.

How Long Until It’s All Credits?

Facebook, then, seems to have prioritized moving all direct payments over to Credits before messing with the variety of alternative payment options. That progression allows it to get Credits in front of the bulk of paying users while giving developers more flexibility around the switch. Since the larger companies were upset about their investments in their own payment structures going away, this slower rollout gives them some more time to monetize some of what they’ve built.

Meanwhile, although some developers have previously said that Credits make less total revenue than other methods, many have been saying that it works at least as well if not much better. The promise of Credits isn’t just a bigger piece of the revenue pie for Facebook but a bigger pie for all — with Facebook’s branding, promotion in the interface, site-wide usage, its own alternative payment options, everyone could make more money.

That seems to be happening more or less as the company has hoped, although there are still some potential problems in the system. For example, some developers report that over half of the Credits spent in their game are promotional Credits that Facebook does not pay them for. This problem is most severe for games with low-priced virtual goods, which may have led other developers to raise their prices. We’ve heard that these promotional Credits may slowly be washing out of the system, but as long as Facebook still offers promotional Credits, developers who don’t design with this problem in mind may find their revenues to be more diluted than expected.

We’ve also been hearing that Zynga is planning to move to Credits-based offers in all of its games within the next couple of months, and we expect other developers to do the same. That should bring most of the rest of the outstanding revenue in to Facebook, too.

We asked Zynga for comment its transition to Credits, and here’s a spokesperson’s response:

We are fully committed to Credits as the payment method we employ in our games on Facebook. We’re working closely with Facebook on transitioning offers and alternative payment options to Credits in our game interfaces over the course of the next few months. We can’t comment on specifics but are committed to extending all of the options for players to ensure the best user experience possible, including Zynga game cards.

We expect other developers are on a similar schedule. Look for the transition to be over soon.

For more, we’ll be discussing the ins and outs of Credits with Facebook and leading social game developers at our Inside Social Apps conference in San Francisco on January 25th.

AppPrizes Adds Tournaments to Lightweight Social and Casual Games

Sims, farming games, RPGs and other standard social game genres all offer strong monetization and engagement opportunities to developers. But what about Facebook’s many lightweight and casual games? For these, it can be difficult to keep users around, much less paying.

AppPrizes, a Seattle-based startup, is working on a way to plug in a major new mechanic to lightweight games: tournaments.

Unlike companies like BringIt or GSN, which offer skill-based tournaments that are closely integrated into the game design and make complex calculations, AppPrizes’ tournaments are basic and fast to add in, simply adding up scores from gameplay in the examples the company showed us.

Also unlike other tournaments, AppPrizes actually offers real prizes, instead of virtual goods or currency (although the latter may be required to join). This is where its business model comes in. The company initially asks users to choose potential prizes, which helps it to run targeted ads. The develop gets a portion of this ad revenue.

Some users may also choose to buy a prize if they don’t manage to win it, adding a bit more to the revenue. The real point of the tournaments, though, is to increase retention and help differentiate simple games, according to AppPrizes

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