Facebook vs. Social Game Companies: The Fight For Game $$ Via Credits

Recently I’ve been hearing some low-level buzz over plans by Facebook to dip into the revenue stream of the social gaming companies feeding off its network. This follows close on the heels of Zynga’s estimated valuation of $5 billon in an article by Second Shares. I don’t have any desire to partake in rumor mongering; however, I and other former micropayments executives expected Facebook to make this move a year ago.

Why does this seem obvious? For over a year now, we’ve seen a phenomenon on Myspace and Facebook that I call the “Now what” moment. This is when you’ve found and connected with your groups and friends  in the system and now there’s nothing left to do.  I had the same experience trialing Friendster and Xanga way back when.

Enter Mobsters, Mafia Wars, and Farmville – somewhat addicting games on Myspace and Facebook. If you’ve studied these dynamics, you have seen massive friending efforts, fake account creation, and addicted users who waste every spare moment stuck in these games. These games have driven new account creation and ‘active user’ minutes on these social networks. I expect that some of the growth, especially on Facebook, is based wholly on these games, where new accounts represent fake social graphs and possibly users with multiple accounts.

What can be learned from studying trends associated with these games comes from when the ‘special items’ go on sale.  These are scarce virtual goods that help you in the game, costing 20 to 80 points of some kind, where points typically run from $0.25 to $0.50 each payable to Zynga, Playdom, or other social game operator. Those points are also ‘earnable’ by doing offers, some of which are scammy and covered here, which funnel funds to the game companies through offers providers list in scam articles.

Recently, I’ve seen 30,000 rare items sold in one day, suggesting massive payment volume or offer completion rates to cover the cost of those items. These were all transactions happening for in-game goods and services on Facebook and Myspace, and without the involvement of the social networks. In a simplified model, 30,000 items at 30 point would mean 900,000 points. At $0.25/point (low end) that suggests a possible $225,000 a day, or over $82 million – for just one game. Multiply that by three to estimate the impact of the other blockbuster games, and we’re talking serious money to Zynga – and none of it directly to Facebook. Repeat the same revenue calculations for Playdom and PlaySpan to get an idea of how big this market is on Facebook just for social games. Of course these revenue estimates are on the high-end, but if you were Facebook, wouldn’t you want a cut?

Pause and think about how much money is flowing here and how much revenue could be at stake.

While it’s natural for Facebook to want a cut, doing so is not going to be as easy as generating new revenue from partnering with EventBrite as discussed here on ReveNews. Stay tuned for my next article to expand on the complexities of tapping into the social games revenue streams.

  • http://www.theresabloginmysoup.com/facebook-on-virtual-currency-its-a-go/ Facebook on Virtual Currency: It’s a Go! | Social Media Soup

    [...] Facebook vs. Social Game Companies: The Fight For Game $ Via Credits (revenews.com) [...]

  • http://www.waynedog.com WayneDog

    Yes Zynga and other social game creators are making a killing and doing so by piggybacking off of Facebooks userbase but I can assure you that FB is making a mint off these games as well which you didn't state in this article.

    REASON: Every FB application/game has FB ads running on the right hand side in which Facebook receives 100% of the ad revenue and does not share any of that with the owners of the game. As a large advertiser on FB myself I can tell you that the majority of impressions and clicks I receive from Facebook are from apps/games rather than the Facebook profile pages or anywhere else. Facebook is cleaning up on this revenue and should be grateful instead of trying to squeeze a piece of the in-game revenue that the game owners produce. I would say Facebook is already getting the lions share of the profit off these games as it is. On top of that, they are what many users stick around and continue using the site for after they have your aptly named "now what" moment.

  • http://svexec.blogspot.com/ Duane Kuroda

    @waynedog – you're absolutely right and you're right on track where my follow on post is going. You do make an interesting end comment about the users sticking around, but from the people I know who "stick around", no one I know clicks on ads except for the game-related ones. If you have a different experience I'd like to know – as I'm sure everyone else here would as well.

  • http://www.dekho.in Dekho

    Its not necessarily all about just clicking on the ads. Sometimes users are so engaged in the games they do not necessarily want to click on an ad taking away from their experience at the moment….so what ends up happening is the user visually takes notice of the offer/website and could possibly visit the site some time after their event is completed. Delivering that 'impression' could sprout a future visitor directly accessing the site in their free time.

  • http://svexec.blogspot.com/ Duane Kuroda

    @dekho you said "could possibly visit the site some time after their event is completed"

    I'm curious how often you do that?

    Advertising frequency theory says that the impression does impact your likelihood of clicking in the future, but I would like to know how often you take the action you describe.