Facebook Expanding Facebook Connect With New “Like Plugin” for Websites Today at f8

The Inside Network team is here at f8, and the first announcements are already starting to roll in. Latin American internet giant Terra has just announced that the new “Facebook Like plugin” is now live on Terra Listas.

According to Terra, “From now on, Terra users will be able to ‘Like’ content on Terra pages, and a notice will be automatically posted on that Facebook user’s Profile and relevant Facebook Pages. By integrating this new tool, Terra will offer their users a more personalized, social and interactive experience.”

This sounds a lot like what we’ve been hearing over recent weeks, as Facebook plans to expand Facebook Connect with its “Open Graph” APIs. We’ll let you know as more is announced.

Inside Social Apps 2010: Investors Predict Big Acquisitions, Innovation

Inside Social Apps 2010 ended today with a panel on investing opportunities in social applications and games. While most of the investors aren’t too bullish on the short-term opportunities for small developers, they do believe there are all sorts of short and long term opportunities.

The panelists:

Maha Ibrahim, General Partner, Canaan Partners
Nick Lawler, Managing Director, Maverick Capital
Rick Thompson, Co-founder, Playdom, and Investor
Tim Chang, Principal, Norwest Venture Partners
Atul Bagga, VP Equity Research, ThinkEquity (Moderator)

> Continue reading on Inside Social Games.


Inside Social Apps 2010: Mobile Will Become Dominant Form of Social Gaming

The mobile panel at our Inside Social Apps conference today was confident: mobile is the right bet. These are companies that, in some cases, had a choice of developing Facebook games or going to the iPhone. Today, they’re much smaller than a company like Zynga or Playfish — but growing quickly.

Here’s the panelist list:

Jason Oberfest, VP Social, ngmoco
Keith Lee, CEO, Booyah
Doug Bewsher, CMO, mig33
Shervin Pishevar, Chairman, SGN
Eric Goldberg, Managing Director, Crossover Technologies (Moderator)

> Continue reading on Inside Social Games.

Inside Social Apps 2010: Social Gaming’s Expansion in East Asia and Around the World

We had a strong international showing today at our Inside Social Apps 2010 conference, and this included leading developers coming out of China. As Facebook has grown around the world, social games on its platform have also spread. The example of their success has in turn inspired other social networks to open up their platforms to developers, notably happening on Mixi in Japan and RenRen in China.

We examined how developers are building businesses around the world in the “Thinking Globally: How to Monetize International Audiences” panel.

Here’s who was on it:
Rex Ng, CEO, 6 waves
Season Xu, Co-founder and COO, Five Minutes
Patrick Liu, Rekoo
Ron Hirson, Co-founder and SVP Product, Boku
Benjamin Joffe, Founder, +8* (Moderator)

And here are our highlights. Note: You can check out tweets from this and other conference sessions via the #isa2010 hashtag on Twitter.

Joffe: Can you start out by telling us more about your companies and were you focus.

Ng: We’re active around the world on Facebook, in every region.

Xu: Around one-eighth of our users are on Facebook, but that’s where we get 50% of our revenue; also, 80% of our Facebook users are Taiwanese.

Liu: We’re the top social game developer Japan, South Korea and China. We’ve launched on Facebook but we’re still not very big, with around 1.6 million monthly active users.

Hirson: Boku is live in 60 countries, with revenue coming from around the world.

Joffe: You’re all working in multiple countries. How did you pick the markets you expanded to?

Hirson: We went for merchants looking for traction on social networks. We looked at top 5 social networks, countries, mobile phone penetration and data usage, and compared that to credit card penetatration. Many countries don’t have good penetration. In some countries, we see mobile payments as the primary method that people pay. The US ends up being about one third of our payment revenue, then a third in Europe and a third from the rest of the world. That’s because of the spending power of Europe and America. But in Asia the amount per person is low but the volume is high because there are so many people.

Joffe: Patrick, you said you were the number one social gaming company in Korea and Japan.

Liu: We launched in China and decided to try Japan and South Korea, and now Russia, too. Second half of 2009 we came to Facebook. We made lots of changes for Western users. Japan is a pretty good market, but the barriers are extremely high. South Korea, too.

Joffe: How did you decide to address those options?

Liu: In the beginning we didn’t know, we just wanted to try. My first venture was a social network company in China in 2004 and 2005. I got to know Mixi in Japan. I saw the evolution of Facebook. I got to know Cyworld in South Korea, I thought, well, we have a product right here. Let’s try. In Japan we had to do a lot of changeover.

Joffe: If I remember you had a little help from local partners and investors.

Liu: In fact that’s not correct. In the very beginning, nobody helped us. But I happened to know some people, I asked the Mixi platform — can you get the foreign company in? Of course they said, but we went through lots of efforts. From the first day we launched our product in Q4 of last year. But after the first week, we had all viral growth, we grew so fast, that the platform said great job.

Joffe: Cultural differences — it can be difficult to localize a game to certain markets. You launched a farm game first. What’s different about China versus the US.

Xu: We added stealing, but that’s not popular in western audiences. It might sound bad, but it represents a different meaning. In China, a shy guy might like a girl so he steals her book, then inserts a secret note, then he gives her the book and she finds the note.

Certain aspects can work in China but not elsewhere. One of our animals has no anus. It holds money but nothing gets out. If you have it, then you can have 1% more harvest in our farming game. But obviously when we put it in Facebook, people didn’t buy it. Also in China, we have jokes called “cold” jokes” that, when you say out loud it’s so stupid that nobody says anything. You don’t say anything, you just stare at him. Those are popular. These cultural differences make it harder to port our games to different markets.

Joffe: Rex, you’re a publisher and you don’t develop your own games any more. How you decide which developers to work with?

Ng: We see the stuff from the US getting better at having universal appeal. It’s still the mass entertainment capital. Like movies — now social games. But we have to see if a game will work for a particular region. We used to have a game called “world at war,” where you represent your countries. But we found there are different behaviors. Chinese like to save money, Americans like to buy weapons, Italians just like to fight, period.

Xu: Asian people want to exchange money for status. But Western players want to exchange it for fun and entertainment.

Liu: More than language translation. We found that there are many many times that Japanese people don’t like at all. It seems Russians have a different feeling about vegetables [Ed. Reader cjin has a clarifying update on this point -- different vegetables have different values in different regions and cultures].

Joffe: Patrick, what’d you do to localize?

Liu: We have our own office in Tokyo, and one in Russia. We also hired people in the states who have worked in China. They can communicate with us. We are dealing with different cultures and regions. The combination of different kinds of people.

Joffe: How are you handling global growth?

Hirson: Competition to get your app up and live and good penetration — better opportunities outside of the US. We see great ARPU in Nordic countries. If you’re developing on top of Facebook, you identify where advertising is cheaper and revenue is higher.

Joffe: What’s your view on future trends and opportunities of monetization.

Ng: I’m seeing a diversity of developers. Before it was only three types of games: resource management, RPG and pet-caring. A lot of those, and a lot of fast followers. Now I’m seeing a lot of diversity. Feature, higher ARPU. First-person shooters, all sorts. I think there’ll be different kinds of content.

Liu: You have to diversify the platform. You cannot be dependent on one platform. The second thing: Internationalization. Now that you have one product, you can distribute it to everywhere. Marginal cost is almost zero.

Joffe: Do you see revenue per user paralleling GDP per capita in countries?

Xu: It matches countries

Liu: It’s growing fast

Ng: After we get game cards, pretty comparable in China — a bit better than GDP per capita. We go in at pretty low price point. Gamers can choose… with the right optimization, it’s pretty comparable.

Inside Social Apps 2010: Mark Pincus, on Growing the Social Gaming Industry

Our keynote speaker at the Inside Social Apps conference today was Mark Pincus, chief executive and co-founder of Zynga. Pincus wanted to talk about how to grow the industry — his theme throughout the talk centered on cooperation between developers, with the aim of quickly creating a much larger market for social games.

Pincus’s talk was both different from and complementary to the presentation given earlier in the day by Sebastien de Halleux, who co-founded Playfish. Where Halleux seemed skeptical that independent developers will be able to survive in social gaming, Pincus is more optimistic, and much of his advice seemed to relate to newer developers.

> Continue reading on Inside Social Games.

Inside Social Apps 2010: Offer Companies Look Forward to Industry Growth

Advertising offers on Facebook have gotten a lot of scrutiny in the last year. And, today at our Inside Social Apps conferences, leaders from offer companies talked about how they’ve been improving — both in terms of ad quality and in terms of making developers more money.

Notably on the panel was Netflix’s Jim Bobowski, who helps lead the company’s widespread online performance advertising campaigns. Netflix is one of the largest offer advertisers on Facebook and other social networks.

Here are the panelists:

George Garrick, CEO, Offerpal Media
Adam Caplan, VP Virtual Currency, Adknowledge
Lisa Marino, CRO, RockYou
Jim Bobowski, Director Online Partner Marketing, Netflix
Alex Rampell, CEO, TrialPay
Jay Weintraub, Founder, LeadsCon (Moderator)

Note: You can check out tweets from this and other conference sessions via the #isa2010 hashtag on Twitter.

And here are our highlights from the panel.

Weintraub: I’ll start out with one word: “Scamville.” How have things changed?

Marino: The industry has been going through a concerted effort to police itself. Plus, Facebook has been taking a serious look and it has been implementing more quality and enforcement measure.

Caplan: We’re seeing the productization of the offer wall. It’s not just ad offers, there are other ways for users to earn money. Surveys, tasks, other ways that enable consumers to earn points in games. We’re seeing a shift in mix of advertising from what was once dominated by ads. Now, large brands are  realizing that this medium is one of only ways to reach certain category of individuals. These are people who don’t click on ads or read newspapers. If you’re larger advertiser you have to engage; we’re beginning to see a lot of brand advertisers move in.

Rampell: Nobody was trying to be unethical, but the  ads that brought in the highest eCPMs were low quality and they crowded out legitimate advertisers. Conceptually, you should be able to do all sorts of things through offers, like “place an order from Staples in the next 20 minutes and get 1000 points for free.” The same scam problems, meanwhile, are happening on Google and pretty much everywhere else. Facebook is cleanest ad platform on the web, far better than google and the others. Nobody wanted to run scammy offers, but they were getting the highest revenues. Developers thought “not our problem.” Now you do have room for Staples, or things like video ads. From the user perspective, this improves the longevity of the space.

Garrick: Most developers  were concerned about eCPMs, demanding that they go higher and higher. If your optimization service pushes it to the top, this is what happens. The reason some of the offers were bad is that they were coming in huge feeds from other networks on the web. You can see the same thing around the web. On the day of Scamville, the notorious Video Professor ads were running on the front page of Techcrunch. If you take a large feed, this stuff will get in there. I agree with Alex, social media has probably become the cleanest place. You don’t see stuff that you get in your postal mailbox, email, or the open web. The other thing is that the concept of alternative payments has branched out from offers: You can watch videos, surveys, but you can buy iTunes, movie rentals, turn in old  iPods — everything can be converted into points.

Bobowski: We’ve been steady. If there’s a risk and if Facebook requires offers to come down, that would hurt my numbers. But we’ve also been thinking: how can we use this medium better, how can we make sure we treat customers efficiently. How can we take our customer and make sure they’re being treated appropriately by all the players in the market.

Weintraub: Jim, what advice do you have for other advertisers?

Bobowski: Provide value to customer, make sure they’re treated well, make sure way we treat offers as complementary to brand. I want to invest where i can get a return. Most importantly, if you take a step back and look at the size of this base and the demographics behind it — the stereotype is that its 13 to 18 year-old boys in a basement. That’s wrong. This is a wide demographic, and high quality. Ads shouldn’t just present offers, but present them and make sure they fit. You’re seeing the beginning; there will be more brands coming in.

Weintraub: How has monetization been impacted?

Caplan: We haven’t just been in compliance with the written rules, but the spirit of the rules as well.

Marino: There’s been a shift in analysis on provider and dev level about where the user funnel is — how they’re going to provide the overall experience. There’s been a pretty reasonable expectation that we go around upper and lower funnel of user. A fantastic game will monetize 3% to 5% of its user base. Most will do 1% to 3%. When you put an offer wall on top, maybe you double that number. When you move up the funnel, you are reaching people who aren’t willing to pay. There’s huge pent up demand in gaming where people want to level but don’t want to pay. If you start putting this into the game experience — video views, downloading a coupon — doing it in a clear, opt-in way, a very clean user experiences, it can make a big difference.

Caplan: Most of the larger game companies haven’t done a lot of banner advertising. The reason is the success of payments in the offer wall. I think we’re going to see more brand ads in application. When integrated, they can drive revenues 20% to 30% higher.

Weintraub: So, everyone, more brand ads?

Marino: The integration can change numbers dramatically. We’re sending 200,000 to 300,000 video views per day via integrated videos, versus 5,000, 6,000 or 7,000 offers in a day.

Rampell: It’s not just about  brand versus direct response, it’s where you appear in the funnel. In real life, think about how someone would respond if you took them to Starbucks for their first time, then gave them the option to earn a frappuccino. If they want to earn it for free, then you tell them have to choose from 100 different things. Most people will think this is too complex, but maybe some do. The next time they come to Starbucks, they’ll probably just opt to pay. There’s nothing wrong with the offer wall, but there is fatigue. If you show things that are timely, if you can get for free, that’s something that hasn’t been tapped very well.

Garrick: There’s a lot that’s not understood about how to integrate brands and offers into games. Developers  haven’t yet figure out how to use offers and brands as effectively as possible. But both types of advertising can coexist.

Weintraub: Should there be some body that can provide best practices for the industry?

Bobowski: There are places we can collaborate, like agreeing on customer service protocols. These are areas where the industry would be better off. There are natural places where people should test stuff out, seeing what adds real customer value not maximizing the eCPM.

Inside Social Apps 2010: Sebastien de Halleux Says Brands Rule, and Social Gaming Will Consolidate

Our second gaming-related talk at Inside Social Apps was given by Sebastien de Halleux the co-founder and COO of Playfish, which wasacquired for $400 million last year by EA. Halleux, who also previously a director at Glu Mobile, wanted to give a retrospective of gaming, with a view to predicting the future.

The take-home message: social games will very quickly balloon out into gaming as a whole, so that the industry is expanded for everyone. But at the same time, the idea of “social games” will quickly disappear. “Nobody ever talked about social games outside this room, so this was a short-lived phenomenon,” Halleux said.

Note: You can check out tweets from this and other conference sessions via the #isa2010 hashtag on Twitter.

Halleux, of course, has a very different view from most of our other panelists. While social gaming companies have hired a number of executives away from Electronic Arts, Halleux went the other direction, joining the gaming giant after it bought Playfish. So when he says that traditional games will take on a social component that rivals what’s on Facebook, he may be talking about something that’s already happening inside EA.

> Continue reading on Inside Social Games.

Inside Social Apps 2010: As Social Payments Mature, Facebook Credits Grows

Leaders from payments companies active on Facebook shared their sometimes-conflicting views on how they see payments evolving, in a spirited panel today at our Inside Social Apps 2010 conference. Here are the highlights.

The single biggest question was how Facebook itself plans to grow its virtual currency, Credits. The company has been testing out Credits with a wide range of third parties since last year, following up on its initial tests running Credits in its Gift Shop.

Note: You can check out tweets from this and other conference sessions via the #isa2010 hashtag on Twitter.

The panelists we mention below included:

David Marcus, CEO, Zong
Vikas Gupta, CEO, Jambool (Social Gold)
Renata Dionello, Chief of Staff to the CEO, eBay
Dave Etling, VP Product Development, InComm
Dave McClure, Founders Fund Angel and fbFund (Moderator)

Zong and PayPal are both currently partnered with Facebook. Zong lets Facebook users buy Credits through billing their mobile account. PayPal lets users buy the currency using their existing PayPal accounts.

We’ve pulled some of the highlights from the panel, below. Please note that the text is paraphrased.

McClure: Describe how you see the current market for payments on social games?

Dionello: The volume of payments in the social space is still relatively small compared to e-commerce. Yet the growth of the freemium model may enable some of the payment methods we see on social networks today to expand to the open web.

Marcus: Some of the payment methods for virtual goods don’t translate well to broader ecommerce due to the cost of goods sold — you’re losing 50 percent to payment providers to get an extra conversion.

Dave McClure: PayPal is partnered with Facebook, but it also provides some of the same services.

Dionello: Payments identity is different from social identity. We have a different login for eBay versus Paypal. They want two separate ones including a more secure identity. We calibrate risk to venue. Digital goods historically have higher fraud rates.

McClure: You’re also partnering with a potential competitor. Facebook accepts its own credit card payments, for example.

Dionello: We’re a global payment network. A lot of users on Facebook were asking for a payment method. We enable it in 190 countries. We have a different focus and we see it as complementary. We help enable internationalization, we focus on fraud prevention and resolution and we have thousands of people working in this area.

McClure: Why didn’t Facebook and Paypal do a partnership two years ago?

Dionello:
You’d have to ask Facebook.

McClure: Is Facebook going to compete with Incomm, somehow, by providing some form of prepaid card?

Etling: Our main charter is to ensure that retailers still stay relevant. We want to keep them relevant. Either Facebook’s hypothetical credit card or something similar, I think it would be great. I think it would be complementary. We’re doing offline equivalent of online game mechanics via loyalty, etc. Most users buying prepaid cards are 13 to 24 years old. The sweet spot is 13 to 17. Retailers see this as purely incremental as it relates to consumers.

McClure: What type of fraud are you seeing?

Marcus: The type of fraud is usually friendly — teenagers buy games and then ask for refunds. We have different types of algorithms set up to detect this.

McClure: Facebook Credits: What are the strengths and weaknesses?

Marcus: Having this standard type of experience is good for users, they’re used to paying with Facebook Credits. Its implementation is the best that any partner has done so far — within 10 seconds of the first time doing a mobile payment, you’re done. Even the credit card flow is a very simple screen, that just has people get the basics in. It removes friction. Conversion for fb platform can potentially be much better using credits.

It’s also a good thing if there’s a single currency, as this means more liquidity in the market.

McClure: What portion of your business is on Facebook?

Gupta: 60-70%. The concern with any pre-paid currency is that it is in the hands of the 2-3% of users who pay. Facebook has been doing lots of experiments wth virtual gifts on the site. The only place Credits is working is social games.

McClure: What are your predictions for Facebook payments off the platform? Is credits a Trojan horse?

Gupta: Facebook is testing adoption. If it does have a big impact, there’s no reason why they wouldn’t come out with payments on Connect. Would fb credits be the right way? Or other payment methods?

McClure: What’s the number of Credits on the platform? Is it in the single digit millions of users? Maybe 5-10 million credit cards on file? Roughly equal to the adoption of virtual gifts. While Facebook rely on partnerships, or will they continue to rely on third parties? Will Facebook “fill in the holes?”

Marcus: Mobile is not an easy task. Among other things we have partnership with carriers around the world.

McClure: What are the future market opportunities for Incomm here? Isn’t a lot of the under 18 buyers using their parents’ credit cards?

Etling: First, this isn’t fraud. The retailer assumes risk of stolen card. We’re in 13-14 countries, and expanding. We have to be careful to not launch for a game before its time. But you need volume, you need to take care of retail slotting fees, things of that nature. Growth has been 200% for last three years. We’re doing $10 billion in face value transactions last year. Gaming is starting to make up a significant percentage.

McClure: Where do you see opportunities for payments in apps?

Gupta: We previously hadn’t seen lots of innovation in front end. The focus now will be getting large % of audience involved.

Marcus: Carriers are cutting fees and this could change the ecosystem by making mobile payments a bigger portion.

McClure: What will be the biggest online processor in 5 years? PayPal, Amazon, Apple, Google or Facebook?
Etling: Apple
Marcus: Facebook
Renata: PayPal
Gupta: Facebook

McClure: Apple and Facebook

Inside Social Apps 2010: Social Gaming Has an Even Bigger Future

Our Inside Social Apps 2010 conference kicked off this morning with a panel of top social gaming executives: Peter Relan, chairman of CrowdStar; Keith Rabois, executive VP at Slide; Vish Makhijani, COO of Zynga; Kavin Stewart, VP of product at LOLapps; and John Pleasants, the CEO of Playdom.

Our own Eric Eldon moderated, and got some interesting answers from the panelists about monetization, international markets, the next big hit and more. Full edited interview notes are below; we’ll start off here with a recap of the high points.

Note: You can check out tweets from this and other conference sessions via the #isa2010 hashtag on Twitter.

Most of the panelists agreed that 2010 will bring better social features and potentially more complexity to social games, along with more options for asynchronous interaction between players. Right now, players don’t directly interact and have little effect on each other. Synchronous interaction is also a possibility, but not all of the panelists agreed that it should be a feature in social games.

> Continue reading on Inside Social Games.

If You Link Your Facebook Profile Data to Pages, then You Make that Information Public by Default

Facebook’s new user profile Pages transition tool includes an obvious and yet not obvious way that users might make personal information more publicly available.

The company is launching a set of new Pages designed for non-commercial purposes today, and as part of that it is asking users to convert elements of static data on their Profile into links to Pages. This includes Pages for profile categories like Current City, Home Town, Activities, Interests, and Things I Like. The transition tool is designed to help users pick out the right Pages for their profiles. It comes with options to only do individual Pages if the user prefer. There’s also a way to “snooze,” but no way to opt out completely from going through the tool.

Meanwhile, all Pages are by default public. If you “like” one (or formerly “become a fan” of one), then everyone can see this information by default. This means that if you previously set these areas to somehow be private, the transition tool that Facebook has for you to add Pages will automatically reset these areas to be “Everyone.” If you don’t want those items to be visible to the public, you need to go back in and set them back to the stricter privacy settings you prefer. However, it is still possible for anyone see any Pages that you added through other means, for example by manually looking through all the fans of a Page.

This point seems obvious, because the Pages are by default public. If you “Like” your home town, people who look at the Page of your home town can still see you even if you decided to hide that information and show it to only your direct friends on Facebook. This is how Pages have worked already.

What might confuse some users, though, is the fact that they already had their privacy settings restrict this personal information. They may not realize that the transition tool just moved their settings to the Page default instead of what they had manually chosen. Facebook, for its part, seems to be trying to remind users of the ramifications, because the pages of the transition tool includes the words “Remember, your Pages are public.”

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