Facebook relents on Credits, allows in-app currency offers

Facebook announced today that it will give developers the option to provide in-app offers in their native currency, the company announced in a blog post Friday.

The change should help developers since users are more likely to complete offers that involve the unique currency of the game they’re playing. Completing offers in units of Facebook Credits might not be as easy to understand for users who have to do the math to know what Credits convert to. “In-app offers,” as Facebook noted in its announcement, are an important way for developers to monetize users who might not otherwise buy virtual currency. In these cases, advertisers cover the cost of the currency in return for the app bringing them customers.

By completing advertiser offers, such as signing up for a subscription service or shopping in an online store, app users can earn virtual currency. Since the transition to Credits, which was made mandatory in July 2011, all offers have been done in Facebook’s universal currency, except for games by a few large developers who Facebook allowed to provide offers in their native currency. Now, the company is allowing all developers who prefer transactions to be in their own in-app currency to offer them. Before the launch of Credits, many third party offer networks provided offers to developers in native currencies.

Facebook will leave Credits offers as an option, which developers can use instead of or along with in-app currency offers. The new offers documentation supports Offerwall and Dealspot. Details are available on the Facebook Developer site.

Facebook Updates Credits Payflow, Adds International Payment Methods, and Updates Transfer Policy

Facebook has announced several updates to Credits today with changes that resolve a known pay flow issue, add additional payment methods for international markets, and restrict applications from transferring Credits between each other without prior authorization.

The pay flow issue deals with one of the three callbacks generated by the Pay Dialog. A recent change to the callback status=settled resulted in some cases in which users were not getting the item that they paid for. To avoid this problem, Facebook is now asking developers to fulfill orders on the callback status=placed instead of waiting around for status=settled. To completely eliminate confusion, Facebook is removing the status=settled callback 90 days from now.

Next up, Facebook Credits now supports additional payment methods in Europe, Asia, New Zealand and Latin America. The new methods added are:

  • ELV (Germany)
  • MyCard Mobile (HongKong, Macau, Malaysia, Singapore, Taiwan)
  • Visa Electron (Argentina, Brazil, Chile, Colombia, Finland, Hong Kong, India, Japan, Malaysia, Mexico, Netherlands, New Zealand, Singapore, Taiwan, Thailand)
  • WebBilling Online Bank Transfer (Austria, Germany, Spain, Switzerland)

Find the full list of supported countries and payment methods here.

Lastly, Facebook has updated its Credits policy to restrict apps from transferring Credits between one another without prior approval from Facebook. The new policy:

2.14 You may not accept Credits in one application and deliver or transfer the purchase to the user in another app without our prior authorization. For example, an app solely designed to facilitate transactions is not permitted.

This will affect dubious apps that facilitate illegal gambling, and may also affect certain game developers that attempt to use one type of premium currency across more than one game running on different app IDs — but it sounds like Facebook is willing to make allowances for cases like that if the developer presents them.

Facebook also notes that developers should keep their company info up to date in order to receive payouts. The Facebook Credits documentation has also been revamped to address developer feedback.

Facebook Prohibits Promotion of Apps on Competing Social Platforms, Unapproved Soft Offers

Facebook has updated its Platform Polices, prohibiting apps from linking to or promote apps on competing social platforms, and from rewarding users with virtual currency, goods, or downloads through a third-party for taking an action. These policy changes, reported by TechCrunch, will prevent developers from directing traffic from their Facebook apps to off-site destinations, or from incentivizing user actions unless done with Facebook Credits or without the aid of third-parties.

The policy changes were not announced on the Facebook Developer Blog or anywhere else. Facebook may only enforce the ban on linking to competitors in more aggressive cases. Still, fear of enforcement may limit how developers can promote versions of their apps on other platforms such as Google+’s recently launched games platform, hampering growth for both developers and platform owners.

Banning Cross-Platform Promotion

Facebook already prohibited advertising for competing social platforms on its website. Now it’s Platform Policies states “I.11 – Apps on Facebook may not integrate, link to, promote, distribute, or redirect to any app on any other competing social platform.”

This policy update could be seen as an extension of that ban, meant to cover developers who are effectively advertising within the real estate of their own games. Alternatively, it could seen as an limiting developers from driving engagement on other platforms from users whose engagement they won on Facebook. Many Facebook developers currently use banners and pop-ups on their canvas apps, as well as Facebook wall posts to promote their presence across the web.

Much will depend on how Facebook interprets “social platform”. If this is taken to mean other web services offering a very similar developer platform within a social network, such as Google+, it would be more sensible, though a sign that Facebook believes these platforms have the potential to serious complete with it. If the term is interpreted to include vastly different mediums such as mobile or console app and game platforms, it could prohibit developers from offering users a more 360 degree experience, where they could play different parts of the same game or access different functionalities of an app while on their mobile device.

UPDATE: Facebook has clarified that the policy update does not apply to cross-promotion of mobile apps or off-platform apps available through a developer’s homepage. Read more on our sister site, Inside Social Games.

If cross-platform promotion is important to a developer, they may either have to leave Facebook, or silo their Facebook app or game experience while their presence on more open social platforms seamlessly integrate across mediums and platforms.

Fewer Incentive Options

Beginning July 1st when Facebook made Credits the mandatory exclusive payment method for Facebook games, it restricted how developers could reward users. Essentially, developers could only reward users with:

  • Anything if through Facebook’s approved offer partners
  • A developer’s own virtual goods or currency if a third-party isn’t involved
  • Only a developer’s own virtual goods through a third-party if the offer didn’t require a user’s personally identifiable information
The policy change strikes this third option as such: “you may not reward users with virtual currency for engaging in passive actions offered by third parties, such as watching a video, playing a mini-game, or taking an anonymous poll.”
This means that to reward users with the help of a third-party, developers must go through Facebook’s approved offer partners, namely TrialPay and other approved partners that feed it offers. Otherwise they must only be giving away their own virtual goods, and the actions a user takes to earn the reward must only deal with the developer itself, such as watching a video trailer for another one of its Facebook games. These limitations will make it more difficult for developers to monetize, though Facebook likely sees the move as improving the quality of offers seen on its Platform.
Along with restricting developers, this will ban from Facebook all unapproved soft offer providers — those that help developers show video ads, fill out anonymized surveys, or interact with branded content. The only offer providers now allowed on the Facebook Platform are TrialPay, Sharethrough, EpicSocial, SocialVibe, Deal United, and SupersonicAds. All others will have to seek approval from Facebook or do business elsewhere.
These Platform Policy changes impact a wide variety of developers, social platforms and third-party providers, yet they weren’t properly announced. This means some developers are likely unaware that they are violating Facebook’s policies. With enforcement for violations meaning suspension or expulsion from the Facebook Platform that can cost developers lots of money, it was irresponsible not to make the changes more obvious.
It’s these kinds of secretive moves that could push developers to look more into the same social platforms it’s aiming to stifle, while it also makes efforts to improve discovery and virality for games and apps at the same time.

New Zynga S-1 Docs: Traffic Guarantees From Facebook, but No Canvas Ad Revenue

A recent set of updates to Zynga’s S-1 document sheds new light about the company’s business position, as it prepares for an initial public offering. For starters, Google has indeed invested, although the terms were not disclosed.

More interesting is the special relationship that Facebook and Zynga have formalized over revenue and traffic, in two developer addendums. (You can find the full set of docs here, although sadly some of the most interesting bits have been removed).

At first glance, the terms read as if Zynga had a special deal with Facebook, where it gets a portion of the ad revenue from Facebook ad units that run alongside its games in canvas apps. However, the terms specific that it is not canvas app ad revenue – instead, it’s referring to Zynga web sites like FarmVille.com, or even Facebook ads that might run within games.

We asked Facebook about the matter and got this response: “When we reached our agreement with Zynga last year, we discussed the possibility of displaying ads sold by Facebook on some of Zynga’s own pages. This isn’t something we’ve opted to do so far, and we are not working on an ad network right now.”

> Continue reading on Inside Social Games.

Zynga’s IPO Means More Visible Feedback for Facebook’s Platform Product and Policy Teams

Since the Facebook Platform’s launch four years ago in May 2007, the company has made many changes to its Platform APIs and Platform policies that have had significant ramifications for all developers in the Facebook ecosystem. And when Zynga goes public, the temperature of broader market’s perception of ramifications of changes that happen after that point will become much more visible.

For example, here are a few of the bigger changes to date:

In general, when Facebook has made these changes, it has received feedback from developers through a variety of channels, including direct feedback to Facebook’s (relatively small) team of developer relationship managers, group meetings with larger developers concerned about specific changes, and public channels like the developer forums and comments here.

Less visibly, updates to Facebook’s broader Platform product and policy direction have clearly impacted the private financial markets as well. Funding has become harder to come by for many small developers over the last 18 months, though some larger and growing developers have still been raising money at healthy valuations.

However, when Zynga’s IPO occurs, the market will become the most visible real-time feedback channel yet for Facebook’s Platform product and policy teams. Although a couple of smaller developers, like SNAP Interactive, are listed (in STVI‘s case on the OTCBB), Zynga will be the first large independent developer of social games on Facebook (and thus a company whose fortune depends to a relatively high degree on Facebook’s product and policy directions) to be listed in public equity markets.

Thus, when that happens, the stakes will be higher for Facebook to detail how changes to its Platform features, monetization services, organic communication channels, and developer policies fit into its its vision for the long term success and growth of the Platform. If it doesn’t, the consequences will be increased volatility for not just developers and private investors, but now public investors as well.

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.

Musicians Test Charging Facebook Credits for Pay-Per-View Concert Streams

Musicians have begun allowing fans to exchange Facebook Credits for access to pay-per-view streams of concerts, and the standard price seems to be 50 Credits per show, the equivalent of $5. American jam band Widespread Panic has launched a Facebook app in partnership with ecommerce platform Milyoni’s Social Theater to process Credits payments, while English singer/songwriter David Gray is working with European telecom O2 to accept Facebook Credits, PayPal, and credit card payments.

Initially designed for payment of virtual goods in social games, Facebook Credits have recently been used as a payment system for some digital media including film rentals. Now the music business is experimenting to see whether Facebook’s virtual currency, built-in audience, and communication features can help it grow pay-per-view concerts as a revenue stream.

Despite the lack of a native Facebook music playing app, musicians and Facebook have started to depend on each in several ways over the past few years. With the decline of Myspace, hundreds of thousands of musicians now stream their music from third-party applications such as RootMusic’s BandPage and ReverbNation’s BandProfile, which they host as tab apps on their Facebook Pages. The Pages act as a portal to purchasing concert tickets, merchandise, and MP3s, as well as a place to launch new singles.

Facebook benefits from musicians as well, as nearly half of the most popular Facebook Pages are music related. Fans spend time on the site to consume music news, stream music, discuss their favorite artists, and post photos and check-ins from concerts they attend. Facebook recently revived its official “Music on Facebook” Page, which it uses to share useful tips for musicians, venues, industry professionals, and listeners.

Links about concerts posted on Facebook drive up to $5.30 in ticket sales each, and social shares have been shown to generate significant amounts of MP3 sales. However most of these sales occur off-site, such as on iTunes, where Facebook doesn’t get a cut, and the connection between social media efforts and profits is less clear. The new experiments with charging users Facebook Credits to watch concerts through Facebook apps could change this, earning money for the social network through its 30% tax on Credits and demonstrating Facebook’s importance to the industry.

Pages of both Widespread Panic and David Gray feature tab applications through which users can pay 50 Facebook Credits for access to live and rebroadcasted streams of a concert. The artists promote the applications in posts to their Facebook fans and to their websites.

The purchasing experience for David Gray’s concert is simple, and once Credits are transferred, the app reloads to display the streaming player. The option to pay with credit card or PayPal and watch on David Gray’s website expands the accessibility of the pay-per-view experience, but also permits fans to watch in an environment with less viral potential. While the Widespread Panic shows to be streamed don’t occur until next week, the purchase process is somewhat clumsy, as it’s difficult to tell if one has successfully paid, which could lead users to accidentally make redundant purchases.

Those who pay can watch David Gray’s concert which is occurring right now in Dublin, or view rebroadcasts later this evening and tomorrow. The audio quality is pretty good, as is the video minus the occasional short lag or choppiness.

His streaming app wisely allows users to post comments to a discussion feed while watching, with the comments defaulting to being posted to a commenter’s friends via the news feed. This drives more traffic back to the app, stimulating sales. The app also displays a Like Box social plugin encouraging users to Like the O2 Blue Room music division’s Page. These social features resolve our primary complaint with the Warner Bros film studios’ experiment with streaming films such as The Dark Knight for Facebook Credits — namely that it wasn’t inherently social, with no way to discuss the film with other viewers nor invite friends without interrupting the viewing experience.

Musicians that are already filming their concerts, and especially those offering pay-per-view off of Facebook, should consider syndicating their shows through a Facebook app in exchange for Credits. The site’s viral channels can draw in new customers, its Pages offer strong fan retention and communication opportunities, and Facebook Credits makes it easy to accept payments. Success of these early experiments could help Facebook Credits pay-per-view concerts emerge as way for musicians as well as their record labels and management to generate a direct return on investment on building and engaging a Facebook fan base.

Facebook Roundup: Privacy, Europe, Mobile, Minors, Travel, Trading, Legal, Capital and Profanity

Facebook, Google Lose Mobile Patent Ruling – Wireless Ink Corp will be able to sue both Google and Facebook over alleged patent infringements related to the companies’ mobile-social services, according to a ruling in New York this week.

Facebook, Others Oppose Calif. Law – Facebook and other tech companies have been building momentum in their opposition to California’s SB 242 law that would affect consumer privacy online. In addition to Facebook signing the letter, Google, Twitter, Oodle, Identified, Zecco, and BranchOut have joined the fight against the bill.

Facebook Responds to NY Owner Claim – Facebook filed its formal legal response to New York’s Paul Ceglia, who claims he’s legally entitled to half of Facebook. In the response the company called Ceglia an “inveterate scam artist” who used “a doctored contract and fabricated evidence.”

Facebook “Not Focused” on Mobile Ads - Facebook’s EMEA Head of Mobile Partnerships Fergal Walker noted this week in London that“we are not focused on  advertising on mobile at all…Our minds are very focused on the social web.”

Industry Group Gets Into Privacy Game - Companies like Zynga, Facebook AT&T, Google, Intel and TrustE are investing money into a group, the Future of Privacy Forum, to provide developers with resources to create privacy policies in an educated way.

Zuckerberg Downplays Facebook’s Role in Middle East - Facebook CEO Mark Zuckerberg this week downplayed this social network’s role in the Middle East uprisings, saying the company’s platform was neither necessary nor sufficient for change there.

Zuckerberg Asks Europe to Relax About Privacy – Facebook CEO Mark Zuckerberg asked European leaders this week to tone down their regulation of the web, noting it could dampen innovation and governments should be investing in new technologies instead.

Zecco’s Wall Street App Allows Trading on Facebook – Zecco’s new app, Wall Street, allows users to see quotes, charts, discussions and more in real time, as well as make stock trades on the platform.

The Need for a Facebook Alternative – An interesting post on Altly notes that Facebook is not just a sterile medium, but rather, influences the way we communicate with people. This changes the way we communicate outside of Facebook too, and so, the need for a social web alternative to Facebook.

No Kids on Facebook - Facebook CEO Mark Zuckerberg assured European leaders this week that the website is not working towards opening up the platform for users under the age of 13.

Gtrot Uses Facebook for Travel - Gtrot is a new social network using Facebook data to help users navigate traveling by using their itinerary and Facebook profile to help them get advice from fellow travelers.

Facebook Helps Tornado Victims – Facebook Pages to help people in Joplin, Missouri locate missing loved ones have sprung up, attracting thousands of Likes.

Mixpanels Raises $1.25M - Mixpanel, which provides analytics solutions for companies, raised $1.25 million this week from Sequoia Capital and angel investors. The company is going to beef up its engineering team with the funding.

Milyoni Raises $3M – Milyoni, a Facebook commerce company, raised $3 million in Series A funding this week from ATA ventures and Thomvest Ventures, according to a release. The company is set to use the money to enhance social commerce products.

Half Facebook Profiles Contain Incriminating Evidence - Kaplan conducted a survey of third-year law students, finding that 49% of them reported seeing legally compromising material on others’ Facebook profiles.

About Half Profiles Contain Profanity – Reputation management company Reppler did a study, finding that about 47% of profiles contain some type of profanity.

Facebook to Hold Webinar Discussing How Developers Can Migrate to Facebook Credits

Tomorrow, April 12th at 11am PST, Facebook will stream a webinar explaining why developers should migrate to Facebook Credits as their payment method, and featuring a technical demo of how to handle the migration. For those few developer who are not familiar, Facebook is requiring all apps using paid currency to make Credits the exclusive option by July 1st, 2011. As the event tomorrow shows, the company is trying to get as many developers as possible to migrate early to ensure a smooth transition this summer.

Migrating to Facebook Credits for Developers will air on the Facebook Live Page, and then be archived on the Page for future viewing. Developers can submit questions to the webinar’s Facebook Event ahead of time, or use the Livestream-powered app’s question interface to pose questions during the session.

Facebook announced in January that developers would have to migrate to Credits as their exclusive payment platform by July. 22 of the top 25 game developers have already migrated, including Zynga, Disney/Playdom, and EA/Playfish. To encourage hold-outs concerned with the 30% cost, Facebook launched a page of statistics and testimonials recently that touts increased revenue and decreased costs as reasons why the migration will be good for developers. Facebook also announced a new set of rules surrounding in-game offers and rewards that will go into effect alongside the migration.

Developers who use use Facebook Credits as their premium in-game currency rather than requiring users to buy proprietary premium in-game currency with Credits can access a number of special incentives including Frictionless Payments, Buy With Friends, and the getBalance API. These allow developers to earn more money through quick, small transactions and group deals for virtual goods, as well as learn how many Credits a user currently has in the account.

Navigating these rules and incentives can be tricky, so rather than wait until the deadline when delays can cost developers money, Facebook is seeking to address questions now. By signing major developers early and assisting attentive developers with this “Migrating to Facebook Credits for Developers” webinar, Facebook should receive fewer frantic support emails or claims of negligence come late June.

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