As Demand for Facebook Credits Increases, Microincentive Provider Ifeelgoods Positions Itself With $6.5 Million First Round

Ifeelgoods, a company that lets businesses offer Facebook Credits as rewards for purchases and signups, today announced the closing of a $6.5 million Series A funding round led by Idinvest. As Facebook Credits become the sole payment option on the Facebook Platform this Friday, and more types of digital goods including video and music are sold for Credits, the demand for the virtual currency will increase, and more companies will seek to incentivize sales and actions through ifeelgoods.

For these reasons, ifeelgoods has good potential. The company will use the funding to launch new services and court more domestic and international clients.

We’ve been following ifeelgoods since the company’s launch in September 2010. This was back when it started helping clients offer users Facebook Credits in exchange for email signups, Facebook Likes, and sales, even though social game developers had just begun to accept the virtual currency.

For example ifeelgoods allowed the Dallas Mavericks give away five Credits for following the team on Twitter, and the company let ShoeBuy.com customers earn 50 Credits for buying a pair of shoes.

However, with users still able to buy virtual goods directly from developers instead of using Credits, and nothing else to buy with them, demand for Facebook’s virtual currency was low. Still, ifeelgoods saw gamers perceiving the value of these Credits incentives higher than equal amounts of cash, similar to customers are enticed by free shipping. The company had a bright future if a wider audience was interested in earning Credits.

Microincentives Gaining Wider Appeal

Fast-forward nine months and Facebook Credits are about to be the only way to pay in Facebook games, meaning all of Facebook’s gamers (which could be as many as 290 million people) now have a use for Credits. Even though only a small percent of gamers are actively willing to pay money in social games, more might be willing to change their shopping habits or sign up for a newsletter for free Credits.

Meanwhile, developers are starting to offer video rentals and pay-per-view concerts for Credits. Facebook may also allow users to pay Credits for MP3 downloads or music streaming service subscriptions as part of its upcoming Music Dashboard. These developments could make Facebook Credits mainstream, massively expanding the range of customers ifeelgoods clients could attract by offering Credits incentives.

One client set in particular is Facebook Pages. The act of Liking a Page is perfect for incentivizing with Credits, as the action is fast and familiar, it generates a lot of value for brands, and users are just clicks away from spending their reward. Facebook ads for Like-gated Page tab apps offering Credits could become an highly cost and time efficient method of growing Pages.

Update: To be clear, it’s against Facebook’s policy for Pages to directly incentivize Likes. However, they can create a Like-gated Page tab app wherein users take another action that can be incentivized with Credits. Likes are currently often incentivized in this way, but with entry into a sweepstakes as the reward instead of Credits.

The new funding will help ifeelgoods capitalize on the increased client interest foreshadowed by these factors. The round was led by European venture capital firm Idinvest and joined by TugBoat Ventures which contributed to ifeelgoods’ $1.5 million seed round.

The company currently services 20 brands including Gap, Gamefly, 1-800-Flowers.com, and Shopping.com from verticals such as clothing and direct sales. It has helped ShopAtHome.com gain 1.3 million new Facebook fans and Shoebuy.com double the click through rate on its Facebook ads by offering Credits instead of cash discounts.

The microincentive model is still relatively unproven, so ifeelgoods will use the funding to build out a sales team to educated and sign clients in the US and abroad. Engineers will be hired to assist with scaling and expand the types of actions that can be incentivized.

Ifeelgoods is tied to the success of Credits, so with Facebook’s virtual currency poised more much greater adoption, Idinvest and TugBoat may have gotten in at just the right time.

Facebook Expands Credits Offers to Europe Via SupersonicAds and Deal United

Facebook users in Europe will soon have the opportunity to earn Facebook Credits by completing hard offers through the offer walls of social games. Facebook today announced partnerships with SupersonicAds from the United Kingdom and Deal United from Germany to let European users buy magazine subscriptions, online movie rentals, and more to earn Facebook’s virtual currency.

Facebook will only allow Credits to be distributed through offers by approved providers once the July 1st deadline passes and all games to switch to Credits as their payment method. Therefore, attaining approved offers coverage in Europe through these deals is important so developers can still monetize users in the region who won’t pay for Credits directly.

Currently, game developers often work with offer providers like SupersonicAds and Deal United to give users their proprietary premium in-game currency in exchange for making purchases — sometimes known as completing hard offers. Direct response advertisers aggregated by the offer providers earn money from the purchases, and pay out to the game developers for bringing them customers and to cover the cost of the currency.

However, at the beginning of March, Facebook announced that after the migration to Credits, only approved offer providers can dispense hard Credits offers, and the only approved provider at the time was the Mountain View, CA-based TrialPay. Facebook promised more providers would be approved before the July 1st forced migration, and now it’s made good on that promise by blessing SupersonicAds and Deal United. A Facebook spokesperson tells us that “both of these companies will provide offers for Europe, extending the current offers product outside of the United States.”

[Update: To be clear, the approvals of SupersonicAds and Deal United mean those companies will contribute offer inventory they've aggregated from advertisers into Facebook's existing official offer wall, which it runs in partnership with TrialPay. Developers won't have to do anything new to get SupersonicAds or Deal United offers to appear in the offer walls of their games. They won't have to set up any additional offer walls, and users will see offers from these providers blended into the offer mix.]

SupersonicAds co-founder Gil Shoham told us his company has more than 1000 advertisers lined up to work with developers and 5000 live offers that will become available to users through the Facebook Credits partnership. “We have the ability to tap into many offers per country, and provide full localization and translation of offers and landing pages. Our goal is to make sure all users across europe can find relevant offers.”

Facebook tapped SupersonicAds as the only European launch partner for its Credits soft offers program, which allows users to earn Credits for watching video ads while playing games or browsing Facebook.com. Shoham says the program has been a success so far, and that the company has served commercials from Disney, Intel, Sony, Lionsgate, and Warner Bros to Facebook users.

Having both launched on Facebook years ago, today’s move by Facebook is validation for both companies that has been a long time coming. It appears that TrialPay will still have a Credits hard offer monopoly in the lucrative American market, though, as competitors such as Tapjoy and Super Rewards have yet to be approved.

Facebook has been making other preparations to ease both developers and users onto Credits. Yesterday it announced alternative payout options for 13 countries, which will help international developers receive their money from Facebook for the Credits spent on their games. Facebook also began giving away small amounts of Credits to get users accustomed to keeping a balance and spending them, with 1 free Credit being distributed to Ravenswood Fair players.

Approving enough providers for both the hard and soft offers programs will be crucial to injecting enough Facebook Credits into the ecosystem so that developers don’t take a big hit to monetization by migrating to Credits. If Facebook doesn’t establish robust enough Credits offer walls, users who previously spent proprietary virtual currency they earned through the multitude of independent offer providers won’t have adequate choices of ways to earn, and could cease to monetize if they don’t switch to buying currency (although as we’ve noted before, many do tend to start with offers and go direct anyway).

While most virtual goods revenue comes from direct purchases, a dip in revenues for Facebook game developers could cause a backlash leading them to turn to other platforms such as iOS or Android, hurting Facebook’s Credits business. The company still has work to do, though, in adding more offers options in Asia, and additional competitors in North America.

MXP4′s Bopler Games Opens Revenue Stream for Musicians By Letting Users Pay Facebook Credits to Play with Songs

Social music app developer MXP4 is launching Bopler Games, a standalone Facebook canvas application in which users play a suite of games that revolve around licensed music. Bopler Games creates a new revenue stream for musicians by paying them royalties when users spend $1 in Facebook Credits to play with the full version of a song instead of a 60-second preview.

If MXP4 can demonstrate that social games can be a significant money maker for musicians, it could convince major record labels to loosen their grip and become more willing to license their songs. Social game micropayments might then help save musicians and record labels that have been struggling to earn money off of recorded music since the widespread adoption of the MP3.

Previously, MXp4 only offered games that musicians could brand and install on their Pages as tab applications, but there were no in-game purchases. This meant that while useful for familiarizing fans with music and drawing users to a musician’s Page, MXP4′s games didn’t monetize directly, making musicians and labels weary to pay the developer or license their most popular songs to it.

Licensed music has been available for listening in some games such as NightClub City, and developers such as CrowdStar have allowed musicians to sell digital downloads through their games. However, this appears to be the first time a prominent developer has allowed users to pay for music that can only be listened to in a game. This is important because these purchases are less likely to cannibalize download sales, and instead create a parallel revenue stream or even encourage download sales.

Along with its existing game Pump It!, which focused on triggering sounds in a style of reminiscent of Guitar Hero and recently reach 1.3 million monthly active users, Mxp4 has added several new game types.

> Continue reading on Inside Social Games.

Migrating to Facebook Credits Event Cites Adoption Stats, Hints at Payout Countries

Facebook held a live webinar called “Migrating to Facebook Credits for Developers” earlier today. In it, the virtual currency’s product marketing manager Deb Liu announced that Credits has been adopted by more than 550 games and apps from over 275 developers, and that Credits accounts for over 85% of the transactions on the Platform.

Liu also mentioned that Facebook would soon “substantially increase the number of countries that can receive payouts via PayPal,” and noted that more incentives would soon be available to developers who use Credits as their premium in-game currency (although she didn’t provide further details). Facebook also published a step-by-step guide to adopting Credits today, including an engineering flow diagram illustrating how a Credits transaction is processed.

These new stats, payout countries, incentives, and documentation should serve to draw more developers to Credits, especially ones based in South America or Asia, as Hong Kong is the only nation of those two continents where payouts are supported.

On July 1st, 2011, all Facebook games must use Credits as their exclusive payment method, and those who use Credits as their exclusive premium in-game currency will have access to incentives including Frictionless Payments, Buy With Friends, and the getBalance API. The new incentives Liu discussed would join this suite.

Facebook cited that over 350 games and 150 developers were using Credits by January, but those numbers have now grown by 200 and 125 respectively. These stats provide social proof that developers are switching to and sticking with Credits, which should help onboard those developers still delaying the inevitable.

Last month, Facebook announced support for several additional currencies and payment methods, including many in Asia. However, Facebook currently only allows payouts in North America, Europe, and Hong Kong, likely discouraging developers from Asia who can’t afford to set up a branch in one of nations that are supported. Liu said that additional payout countries, which could include Singapore and Taiwan since they have many app developers, will be added in late May or early June.

The new documentation published today showed developers how to register an app for Credits, generate the pay dialog with the JavaScript SDK, build the callback.php, set the location of an app’s callback, and complete a transaction. The callback.php flow diagram should help developers understand how a request is passed from a user to them to Facebook and back.

Facebook seems to understand that problems with the July Credits transition could seriously harm its relationship with the developer community. The migration to 30% taxed currency is already a touchy subject, and as such, it’s doing everything it can to preempt issues through blog posts, forum responses, and even live question-and-answer periods.

Facebook Helps Sell Digital Media with Credits: Challenges and Opportunities

Today Warner Brothers announced that it will begin renting movies to users through Facebook applications, starting with The Dark Knight. By allowing users to pay for digital content, not just virtual goods, with its virtual currency Facebook Credits, Facebook is moving in a bold new direction that encroaches on the territory of iTunes and NetFlix.

However, Facebook users aren’t accustomed to consuming long-form content on the site, and Facebook historically hasn’t been optimized for this kind of user experience. Though Facebook’s enormous audience gives it some advantages, it will have to overcome numerous challenges to become a viable competitor to established content distributors and begin collecting its 30% fee on Credits spent on content sales.

The Warner Bros. promotion allows users in the US to visit The Dark Knight Page, use an application, and pay 30 Facebook Credits (USD $3.00) to gain access to the film for 48 hours. Users can watch full-screen, pause, resume, fast-forward, and rewind the film at their leisure. If they leave Facebook, they can return within the 48-hour period and resume watching by clicking the “Watch” tab on the film’s Page or the bookmark for the app in their home page’s left sidebar.

When not in full-screen mode, users can use Facebook Chat, a Facebook Like button or a Twitter button to share news of their experience with friends. The viewing application is intuitive and the film buffers almost instantly when fast-forwarded. While it hasn’t been tested at large scale, if users want to sit down and watch a full film on Facebook, the current experience is smooth and enjoyable

Advantages and Challenges to Becoming a Content Distributor

Though Facebook founder Mark Zuckerberg initially imagined that Facebook could allow users to access media, albeit illegally via his application Wirehog, the Facebook interface has evolved as a social network, not a content library.

Users are accustomed to frequent, short visits and rapid browsing, not staying on a single screen for any extended period of time. Therefore, it may be difficult to get them to sit still and watch a feature-length film, even in segments. The Facebook navigation bar present at the top of the window when not watching full-screen may make users restless, reminding them that compelling news about their friends is always just a click away.

Content management is also an issue. The Facebook application bookmark system is designed to surface your most frequently used apps, and hide the rest below a “more” fold. There’s no way to sort your apps, even alphabetically, so finding a specific film amongst an unruly list of games, apps, and content is a chore. Once a rental expires, its bookmark will likely remain, cluttering the menu.

To attract content producers, such as film studios and record labels, and increase sales, Facebook would also need to provide an effective content discovery system. It has great data to facilitate this, as it could employ the Likes and app usage of a user and their friends to power recommendations. Facebook released such a discovery engine for Pages this summer, though neither it nor its Apps Directory are especially well-designed nor drive much traffic.

Facebook does have some inherent advantages if it chooses to promote itself as a content store. Its nearly 600 million person audience, as well as the built in marketing and viral channels, are attractive to content creators, as evidenced by the large number of Facebook Like buttons and deeper Facebook integrations present across the web.

While Apple currently has a lot more user credit cards already on file, Facebook’s browser-based interface could one-up iTunes, which requires users to be on an Apple device or clumsily authorize another device that has the iTunes application installed to be able to access their content. Facebook users could easily log into a public computer or a friend’s device to begin interacting with or purchasing content.

For now, Facebook doesn’t seem to be taking an overtly active role in this early content distribution trial, simply allowing Warner Bros. to operate within the guidelines of the Platform. There’s nothing stopping other content producers from creating their own similar apps as an additional distribution channel to more established content stores. In fact, if content distribution on Facebook by third-parties became popular, and user were eager to consume content on the site, it could become a significant new revenue source for the site, the way social games have.

The 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 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.

However, if developers change prices on users without disclosing the changes, they are risking significant backlash. Users might feel cheated, and stop playing the game, or other games by the developer — and they might also spread the word to others. A variety of fan sites and communities cover details like prices, and they’d be sure to notice price discrepancies and help spread the word. Also, it’s worth noting that developers who use their own proprietary premium virtual currency can see balances of their users, so getBalance really just creates parity between developers who do and do not use Credits as their in-game currency.

What the getBalance API does

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.

Facebook is incentivizing developers to use of Credits as their premium currency by making several special API calls available to those that do, including Buy with Friends and Frictionless Payments. Buy with Friends lets users share a discount on a virtual good with friends, while Frictionless Payments lets developers instantly sell users up to $3 worth of virtual goods without interrupting game play with a purchase confirmation step.

Frictionless Payments requires developers to display a user’s balance to them after purchase. To do this, developers can call the getBalance API for any of their users:

$ret = $facebook->api_client->users_getStandardInfo($user_id, array('credit_balance'));

But there are significant additional benefits to this API call,  which quietly became available at the end of January. It allows developers it to determine if a user is a high roller who maintains a large balance of Credits, indicating that they actively purchase Credits and will likely have a high lifetime value. Developers can also tell if a user maintain no balance and may not be a paying customer, or that they maintain a small balance, indicating that they may only buy as many Credits as they need at a time and might not spend as freely.

Facebook Credits project manager Reshma Khilnani confirmed with us that developers could use this data to optimize their monetization strategy. They might seek to reward high rollers with special rewards in hopes of winning their loyalty and turning them into a whales, or high-return social gamers who spends from $25 up to tens of thousands of dollars.

Developers might reduce the price of virtual goods when a high roller first starts playing in an effort to get them hooked, gradually increasing prices with time. Alternatively, developers of games with a low user lifespan could jack up prices to squeeze money out of them before they leave, though a slow-and-steady monetization strategy is usually more fruitful.

For those with a small balance, developers could dynamically price their virtual goods so users could make purchases without having to stop and buy more Credits from Facebook. They could also price a virtual good that is crucial to advancement just above the user’s current balance, compelling them to buy more Credits, and then lower prices to get the now Credits-flush user to fritter away their balance.

But as we said earlier, developers should remember that they may risk their reputations over their use of this feature.

The getBalance API opens a whole new level of strategy to virtual goods pricing. Large developers with huge volumes of data will be able to deduce patterns and discover tricks to help them maximize user spend. The API could even create a market for Credits balance analytics services that bring these insights to smaller developers.

Rarely in the physical world do retailers get the chance to look inside a potential customer’s wallet and price their wares accordingly. The getBalance API is a persuasive reason for developers to switch to Credits as their premium in-game currency, and an opportunity for them and Facebook to significantly improve monetization of games.

Facebook Announces New Currencies, Payment Options, Credit Spending Reports

Facebook has announced that it will soon add new international currencies, as well as more alternative payment methods for purchasing Facebook Credits. This will help developers monetize more effectively around the world, especially in Asia and Europe.

Facebook has also announced that developers will now receive daily, line-by-line summaries of all the Credits transactions on their apps. Developers will also be moved from a monthly to a bi-monthly payment schedule, with the payment delay reduced to 21 days.

International Currencies and Payment Options

In the next few weeks, Facebook will begin to support the Taiwan dollar, Malaysian ringgit, Thai baht, New Zealand dollar, and the Singaporean dollar for payments. Through its partnership with monetization service company Playspan, who was recently acquired by Visa, Facebook will also offer the following alternative payment methods, which include online payment networks, debit cards, pre-paid cards and more:

  • Europe: Ukash, Carte Bleue, cashU, iDEAL, EPS, Mister Cash, Giropay, Direct Debit
  • North & South America: Interac, DineroMail, Todito Cash
  • Asia: MyCard, Gash, OneCard, 郵便振替/払込, 銀行振込み

It will now be easier for users from these parts of the world to buy Facebook Credits. In some cases, users who previously had no way to spend money within social games will be able to become paying customers. It will now be more lucrative for developers to design or localize their games for these markets, and the expanded potential customer base will increase revenues.

These areas of the world will also become higher-return targets for social game advertising, which could drive up international bid prices.

Payment Schedules and Credit Spending Summaries

From now on, Facebook developers will receive real-world payments from Facebook for the Credits their users have spent on a bimonthly basis, opposed to the old monthly schedule. They’ll receive a payment for all activity between the 1st and 15th of the month, and another for activity between the 16th and end of the month.

Payments will be delivered by eCheck 21 days after the end of each bimonthly cycle. Previously, payments weren’t sent out until four to five weeks after the end of a monthly cycle. These payment schedule changes will give developers access to more of the money they’ve already earned, facilitating hires, hardware purchases, and faster iteration.

Developers will now receive two daily emails — one with a summary of all the Facebook Credits transactions on their apps from the past 24 hours with chargebacks and refunds highlighted, and a second email with line-by-line details of each transaction. Previously, summaries only included the overarching figures from the first email, such as total revenue and total refunds.

Developers will also receive two reports with the same formats alongside each bimonthly payment that aggregate two weeks of daily reports. The emails employ a unique ID system to securely pass developers data that only they can map back to a user’s identity.

This additional data will help developers spot spending trends, fraud, and whales who spend substantially more than other users. Facebook may eventually create an interface through which to interact with this data, similar to Insights for their apps.

Detailed Credits transaction summaries create an opportunity for someone to offer a Facebook Credits transaction history analytics service to developers that could help them deduce actionable data. Information about the performance of Credits helps developers improve their payment flows and game designs to maximize user spending, which in turn benefits Facebook.

Bug Stops Some International Iframe Facebook App Users From Making Purchases With Credits

Users of Facebook applications that use iFrames are experiencing a bug, in some countries, that prevents the iframe from resizing properly, cutting off the app horizontally mid-page and preventing users from spending Facebook Credits.

Currently, we know the bug is impacting users in UK, Germany, Russia, France, Israel, Ukraine, Romania, Latvia, Belarus and Romania. The bug has significant negative implications for applications monetizing through Facebook Credits.

Bugs are a natural side effect of operating such a big platform, and Facebook recently renewed its commitment to fixing them as fast as possible as part of its Operation: Developer Love. Most bugs only have a small impact, and only affect a minority of users or developers. However, major changes to Facebook over the last week, including the redesign of Pages and the added ability for Pages to use iframe tab applications, have been accompanied by a few serious issues.

The app height bug has received 70 votes of importance from developers, making it the highest priority canvas applications bug. Facebook has “ASSIGNED” this bug that was submitted on Monday. Facebook has also “REOPENED” the Credits bug, which has a relatively high six votes of importance.

Until Facebook fixes this bug, applications may lose potential revenue since certain users can’t buy virtual goods. One of the limitations of a unified virtual currency system on the Platform is that if Credits experiences downtime, developers don’t have the option to temporarily switch to another payment method.

As Facebook incentivizes developers to adopt Credits with beta access to new features in the lead up to the July 1st, 2011 mandatory switch to Credits, it also needs to make sure its payment system is as stable as possible.

Update: Facebook has told us “we’re aware of an issue that is affecting a limited number of Credits users and we’re taking steps to resolve it as quickly as possible.”

TrialPay Partners With Facebook to Bring DealSpot In-Game Offers to Developers Using Credits

TrialPay has partnered with Facebook to offer its new DealSpot in-game offers API to developers using Facebook Credits. With the new integration, developers place a custom icon within their game that when clicked shows users a targeted offer to make a purchase or watch a video in exchange for Credits.

DealSpot was released in beta two months ago, and has since been integrated by 50 games from many top developers including Playdom, Crowdstar, LOLapps, Kabam, and Wooga. TrialPay also provides versions that support direct payments instead of Credits, and that can be implemented as display ads alongside games instead of within them.

Access to this pipeline of aggregated deals has allowed beta partners including Playfish to generate up to over twice the revenue of their standard offer wall, and up to 8 to 10 times that on holidays according to a participating developer. DealSpot benefits advertisers, developers, users, and Facebook by helping gamers spend more Credits so they can progress in their favorite games.

Facebook has not given any indication that it plans on working with any other offers networks, creating a tremendous distribution advantage for TrialPay.

Implementation

To use DealSpot, developers design their own custom in-game icon that attract users with headlines like “Earn Credits” or “Deal of the Day”. The SWF icon only appears if TrialPay has deals available.

When clicked, developers call the DealSpot API and pass along their app_id and the user’s unique third-party identifier and are returned an targeted offer based on geography, transaction history, and the developer’s preferences such as excluding a certain type of deal.

DealSpot returns high-value, time-sensitive offers from group deals providers like Groupon and Living Social when possible, or holiday-themed offers like sending flowers for Valentine’s Day when appropriate. Otherwise it rotates through deals worth fewer Credits such as watching a Toyota or Dell commercial.

Users see the deal in a pop-up overlaid on the game’s interface, and can click to view alternative offers. Once they complete the offer, users receive the specified number of Facebook Credits and resume the game where they left off. Developers can find additional implementation details and sample code through a link to DealSpot in Facebook’s Help Center.

Performance

Developers can use DealSpot to fill their vast inventory with  a constant stream of offers from a variety of providers, yet they’ll only have to design a single set of graphics and work with a single intermediary. This frees up production teams to design lucrative virtual goods and reduces the need for a large sales team.

Reports from developers who’ve implemented DealSpot show that over time they’ve doubled revenue compared to that earned on an offer wall in the traditional Credits purchase flow. DealSpot attracts a different audience to become paying customers, evident since offer wall revenues aren’t cannibalized.

Saby Agarwal, Director of Payments at Playfish says that Dealspot “encourages players to return daily to check whether new deals are available, which means Playfish can increase engagement and loyalty.” Playfish’s Valentine’s Day DealSpot campaign with ProFlowers sold tens of thousands of real bouquets, and accounted for half the total revenue the game generated during the two-week promotion.

Benefits

Advertisers seeking to reach up to hundreds of millions social gamers a day can do so through DealSpot. They’ll only need to work TrialPay to receive placement on some of the Platforms top properties, and it will be easy to achieve performance goals since users are incentivized to convert or engage with branded content.

Users who never considered paying for social games, and therefore never encountered the traditional offer wall in the payment flow, will come across DealSpot during normal play. Once given the chance to earn Credits through purchasing valuable deals, or for free without a credit card by watching a video, they may enjoy the enhanced gameplay and become lasting members of the virtual economy.

For Facebook, DealSpot represents a new way to expose more users to their virtual currency system in a way that doesn’t hurt developers like free promotional Credits did. Its hoping users will become hooked and continue completing offers for Credits or buying them directly, earning Facebook 30% of their value.

Facebook is strongly encouraging implementation of DealSpot, sending several top developers this PDF guide to TrialPay’s new payment system with the tag line “An Exciting New Way to Monetize Your App”.

Facebook Career Postings: Communications, Partner Engineers, Credits and More

Facebook is seeking partner engineers and a new finance staffer to work with Credits this week, as per the new postings on the Facebook Careers Page.

Further evidence of Facebook’s Credits push comes in the form of a job posted this week, Finance Operations Project Manager of Facebook Payments and Facebook Credits. This position will be based in Palo Alto, Calif. and the company is seeking an experienced person with a background in accounting, finance or business with at least eight years of experience. The candidate will be the “key liaison and coordination point” for all financial operations related to Facebook payments and Credits. It looks like this person will play a role in implementing all finance operations and systems related to payments and Credits.

A Partner Development Manager in Hamburg, Germany will work to help Facebook develop, manage and maintain strategic relationships with partners in Northern Europe. Specifically this includes media, gaming, e-commerce and mobile partners, with the goal being to build the  Facebook ecosystem in the region.

Facebook is seeking a Culture and Communications Lead/Manager to ensure that the company’s corporate culture grows stronger via initiating company-wide conversations about “who we want to be.” The candidate will partner closely with HR and according to the post work on “how our culture can grow and scale; and building and implementing company-wide programs that reflect those conversations.” This will also include stewarding/developing the company’s narrative and stories. There are no specific requirements as far as education and experience for this candidate, rather, a need to be be creative, proactive, communicative and understand Facebook culture.

The posts that were added this week on Facebook’s Page include:

For more Facebook-related jobs, check out the Inside Network Job Board.

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