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Archive for October, 2009

Meet Offerpal at VGS2009 and join us at the AfterParty at Harlot

Meet Offerpal at the Virtual Gaming Summit Today, Oct 30th.

Here is the agenda:

VGS: Friday, Oct 30, 2009 from 8:30 AM – 6:00 PM (PST)
San Francisco, CA

The Virtual Goods Summit 2009 is focused on the emerging market opportunity for virtual goods and economies. Once restricted to the world of online gaming, virtual goods and currencies are beginning to influence the development of social networks, community sites, and many other new and exciting markets.

Here is a link to the event: http://www.vgsummit.com/2009/

Offerpal is sponsoring this event and Anu will be speaking on a panel to share data and perspective with all in attendance involved in the  virtual goods space.

Details on panel below:

5:00 PM – 5:45 PM – Panel: Payments Infrastructure for Virtual Goods.

Details on the Offerpal VGS after-party, Hosted by Offerpal Media

Time : 6:00 PM – 9:00 PM

Venue:  Harlot, 46 Minna St, San Francisco.

Date: Oct 30, 2009

Playoffs to win Wii, flip camera, champagne and many more gifts….

You don’t want to miss it.

Here is the link to the event:  http://www.vgsummit.com/2009/after-party

Offerpal completes 2 years and continues to grow

Offerpal is in the news this week as it completes 2 years and on its anniversary it announced that it has issued more than 730 billion virtual points to 160 million consumers. Offerpal helps publishers on Facebook, game platforms, and virtual worlds to monetize their apps.

VentureBeat ran the following article:

offerpalOfferpal has quietly built a special offer empire. On its two-year anniversary, the company is announcing that it has issued more than 730 billion virtual points to 160 million consumers.

Offerpal helps publishers on Facebook, game platforms, and virtual worlds monetize their apps. Rather than selling to consumers, it gives them an alternative payment system via special offers, which are targeted ads such as surveys or credit card deals. To gain virtual points that they can spend in a game, users fill out a survey. Advertisers pay Offerpal for each complete survey, and Offerpal shares the proceeds with the app publisher.

So far, Fremont, Calif.-based Offerpal has signed up more than 2,000 publishers. Offerpay has also created a turnkey payment platform that now powers millions of transactions per month. It has payment options in 190 countries and offers in more than 80 countries.

Continue Reading the article on VentureBeat: Offerpal Hits 160 million consumers with special offers

On Reuters: Offerpal Media Marks Two-Year Anniversary with 160 Million Users and 730Billion Virtual Points Issued

On San Francisco Biz Journal: Offerpal Media Marks Two-Year Anniversary with 160 Million Users and 730 Billion Virtual Points Issued

On StartupMeme: Offerpal Media completes 2 years and continues to expand exponentially

Offerpal hits more than 160 million consumers with special offers

the company is announcing that it has issued more than 730 billion virtual points to 160 million consumers. Offerpal helps publishers on Facebook, game platforms, and virtual worlds to monetize their apps.

What the recent Facebook Platform changes mean to you

Facebook ChangesFacebook yesterday for the first time revealed their 6 month product roadmap, and there was plenty of interesting changes that will affect how game developers communicate with their users, generate new installs, and manage their applications.

One of the most important changes is that developers will now be able to ask users for their email addresses. Basically, this gives the developers more direct communication with their users, or, as Facebook puts it on their blog, the point of the move is “to reduce friction and empower application and Facebook Connect developers to manage their relationship with users.”

Other significant changes coming down the pike include:

  • Notifications -  These will be removed, and instead developers will use stream, Inbox, and Email.
  • Requests – Will be moved to Invites and Inbox.
  • Invites – Will be moved to either a filter in Inbox or surfaced in the Application and Games Dashboards.
  • Inbox – Users will be able to share application content with one another via the Inbox.
  • Stream – Stream stories will be rendered slightly differently: 1 image, a few lines of text, and 1 action link (without “formatting”-style characters).

It also sounds like Facebook is going to start applying their platform policies more aggressively. They’re doing away with the Verified Application Program, for example, and instead applying the standards for this program to all applications, rather than just the select few that pass. This is all part of the new set of principles they established for developers to live by. 

These are just a few of the changes described at an invite-only Developers Garage hosted yesterday at the Facebook offices. You can watch the entire presentation via ustream. For more analysis, you can also see how VentureBeat, InsideFacebook and AllFacebook covered it.

What all this means to you is that you will have to get more creative in how you grow your app virally and attract more users. Be sure to check out the changes and see how you can utilize new channels like the stream and email to attract new users and build relationships with current ones. This is especially critical because you will no longer be able to rely on notifications and requests, at least not as they currently exist, both of which have been so important to help you acquire new users.

Facebook is constantly changing the platform, and perhaps the best news of the day is that they now plan on releasing regular roadmaps to help developers anticipate these changes and plan for them themselves, rather than just having to react to the changes after they’ve occured. To stay on top of the changes, follow them at the Facebook Developers page.

Tapjoy – Easy and effective monetization of virtual currency

TapjoyHere is an article on MobileCrunch by Gagan Biyani how Tapjoy’s ease of use and effective with offers.

Tapjoy, the small development shop that brought us the incredible TapDefense for the iPhone [iTunes link], has quietly built out an extremely strong toolset to provide monetization options for app developers. Through two strong offerings, they claim to increase ad revenue for free apps by more than 250%. I first met them at the TechCrunch50 DemoPit, and was thoroughly impressed by the Tapjoy platform.

First, they aggregate ads from all the major mobile ad networks and serve the highest-paying ad for an app. This method leaves the developer with nigh an unfilled ad; Tapjoy boasts a 99.9% fill rate. Second, they enable developers to sell virtual goods within their apps (such as extra points in Mobster or extra towers in TapDefense) for real money. They do this by providing the user with the option to download an app in exchange for the virtual good. Be sure to read about this later on in the article, because it is truly the most innovative 3rd party platform I’ve seen on the iPhone all year.

First, the ad aggregation. Similar to AdWhirl (recently acquired by AdMob) and Mobclix, Tapjoy has a platform that combines ads from 10 mobile ad networks and provides your app with the one that has the highest PPC. And this platform is completely free for developers. In the nacent mobile advertising market, fill rate is crucial to developers, since the major ad networks are struggling to independently keep up with demand for advertising. Tapjoy, like AdWhirl and TechCrunch50 startup Mobclix, scours the networks for the highest paying ad and fills your ad with that advertisement. Meanwhile, they are collecting a gold mine of data about the habits of the users of the roughly 1,000 applications running the Tapjoy SDK. Co-Founder Lee Linden told me that ad networks like Tapjoy because they provide the networks with a large amount of data and increased fill rates. Furthermore, they work hard to build relationships with the networks – something that will serve them well in the long haul.

Continue reading the article on MobileCrunch : Has Tapjoy solved monetization of free apps on the iPhone and Android?


Here is a case study on how one iPhone app — gpsAssassin
— used Offerpal & Tapjoy to monetize virtual currency: How the iphones next hit games makes money.

Offerpal featured in San Francisco Business Times

sftimesThe San Franciso Business Times Patrick Hoge ran the following article with the mention of Offerpal Media.

Fremont virtual goods firm hiring as revenue doubles.
Offerpal-Patrick Hoge article- SF Biz Times-10.23- 10.29

Offerpal Media has enjoyed a bang-up year.

The Fremont-based company, which collects money for sales of virtual goods for web based application vendors, particularly games on social networks, is on track to double 2009 revenue over 2008.

It expects to reach between $70 million and $80 million in revenue this year and is filling 30 positions ranging from engineering to advertising, sales and accounting, said CEO Anu Shukla.

The company, which got a $15 million round of capital in February, currently has 60 employees, plus nearly 45 working offshore in contract positions, according to Shukla.

Here is the link to the short version of the article: Fremont virtual goods firm hiring as revenue doubles.

Using Dual-Currency Systems for Better Revenues and Engagement

white paperThis was a guest post by Matt McAllister and Jaini Shah of Offerpal Media on Inside Social Games. The article addresses issues that developers should consider when implementing virtual currencies. It focuses on the tradeoffs of how to manage two types of currencies within a game.

You can download the full white paper here: Monetizing Dual Currency Economies in Online Games – October, 2009

Virtual economies are quickly becoming as complex as real ones. As more and more developers monetize their games by selling virtual goods and services, they face many of the same issues and challenges that leaders of real-world economies must deal with every day—inflation and deflation, balance and disparity, supply and demand, security and fraud prevention—plus other challenges that are unique to the online environment.

Some game and virtual world developers, such as Gaia Online, have gone so far as to hire full-time, professional economists to help them navigate the murky waters of creating a virtual economy, so important is it to their monetization numbers and overall revenue.
Mobsters-2_-Vendetta-on-Facebook

One common way many developers have chosen to deal with these issues is to implement a dual-currency system. In these cases, one type of currency is typically earned within the game by completing tasks or missions, and another currency can be purchased directly, either with real money or by completing advertising offers. We refer to the former type of currency as “in-game” currency, and the latter as “Real Money Transfer” (RMT) currency.

Why Two Currencies
?

When implemented correctly, there are a number of advantages to creating a dual-currency system: it can help you balance the game economy and manage inflation, track and reduce fraudulent behavior, create a more level playing field for your users, and so on.

But the primary reason to adopt a dual-currency system is to engage and monetize the two distinct sets of users: paying and non-paying. Paying users are willing to fork over a few bucks, cents, or in the case of completing ad offers, a few minutes of their time in order to get premium items within the game. These typically make up between 5 to 15% of your overall user base. The non-paying users, on the other hand, just want to play your game for free. Paying users are valuable for obvious reasons. However, even though non-paying users might not generate direct revenue for your company, they can often be equally valuable, because:

* their mere participation creates value for paying customers
* they contribute to your word of mouth growth
* their visits and page views create advertising opportunities
* they might eventually turn into paying customers.

RMT currency is for users who are willing to pay real money for virtual currency instead of spending a lot of time in the game trying to earn it, whereas the in-game currency is for non-paying users who are willing to spend time playing the game in order to earn virtual currency but are not willing to spend real money on it. Having multiple currencies in a virtual economy thus helps maximize revenue and engagement across both sets of users.

4 Likely Scenarios

Two important questions that must be asked when first considering a dual currency economy are (1) whether you want to allow your currency to be converted from one type to the other (RMT to in-game currency and vice versa), and (2) whether players should be allowed to trade or transfer currency with one another. Allowing conversions and transfers opens up a slew of challenges that make it more difficult to balance your economy and prevent fraud, so many developers tend to go the safer, easier route of prohibiting both conversions and transfers. Let’s therefore begin by examining this type of economy first.

Scenario 1
: Prohibiting Conversions and Transfers

Overall, this model is the least risky of the four because the game economy is completely under the control of the developer. The major advantage of this model is that it allows the developer to focus their efforts on one type of user – paying vs. non-paying – or the other depending on where they stand in the user lifecycle. For example, in order to motivate non-paying users to pay, developers may introduce a premium item that can only be purchased through RMT currency. In contrast they may also introduce certain items that can only be bought with in-game currency in order to motivate users to engage more deeply and spend more time in the game. The downside of this model is that you must give up potential virality and monetization, as we’ll see in the other scenarios.

Scenario 2: Prohibiting Conversions, Allowing Transfers

This scenario is commonly found in poker and other card-playing games, where the function of players transferring their “chips” to other players creates a powerful viral channel, such as when one poker player invites several friends and offers a few “chips” to get them started. However, this scenario creates many loopholes that can easily lead to crippling amounts of fraud if the economy isn’t closely monitored and managed, and most developers decide that the risk isn’t worth the reward.

Scenario 3: Allowing Conversions, Prohibiting Transfers

This scenario is mostly found in Role Playing Games, where many developers prohibit transfers but allow users to gain in-game currency in exchange for RMT currency at a fixed exchange rate. They may also let the paying users earn the in-game currency faster as compared to non-paying users when they use RMT currency. This model is less risky than scenario 2, since it helps keep the currency flow in check and also keep the developers in control of the game economy. It also supports monetization efforts by creating more reasons to purchase RMT currency.

Scenario 4:
Allowing Conversions and Transfers

When player-to-player currency transfer is enabled, users can transfer either of the currencies (in-game or RMT) from one player to another, whether in a developer-controlled marketplace or through external methods like eBay. Found in applications such as Fish Wrangler, Fallen Sword, and Mouse Hunt, this type of system can often increase monetization by driving up demand for your RMT currency. Currency trading is specifically useful if the sinks (uses) for both currencies are different. For example, if there are certain premium items or special features that can be unlocked only through RMT currency, and there are certain activities or items which require in-game currency, then both types of users can benefit through currency trading. However, allowing player-to-player currency transfer can be risky and may lead to issues such as fraud and gold farming.

Mafia-Wars-on-Facebook

Tips for Implementing a Dual Currency System

Okay, so you’re ready to build a dual-currency system into your game. Here are a few tips to keep in mind as you do so:

1. Engage first, monetize second

Promote your currencies based on the users’ life-cycle. First engage them in the game through some in-game features and currency before promoting the RMT currency and driving them to the payments page. If you push RMT items before the users are fully hooked, you risk turning them off and losing them for good.

2. Balance your sinks

Maintaining a balance between the sinks for both currencies is very important. If there are a lot of sinks for in-game currency but very limited sinks for RMT currency, then it might affect the value of the RMT currency. In the same way, if there are limited sinks for in-game currency, then users may get stuck at some point and not engage in the game at all. Try to balance the RMT-only sinks with an equivalent number and type of in-game-only sinks to appeal to both types of users.

3. Offer multiple sources

For in-game currency, make sure there’s more than just one or two ways to earn the currency, or your users will quickly grow bored. For RMT currency, make sure you offer enough payment options – not just credit cards and PayPal but mobile billing methods, offline stored-value cards, and offer-based payment methods – to effectively monetize a broad set of users across different genders, age ranges and other demographic profiles.

4. Spell it out

Dual currency systems, by their very nature, are more complicated than single-currency systems, and therefore must be explained more thoroughly. Use all of the tools at your disposal – FAQs, customer support, in-game feedback and notifications, etc. – to explain the differences between your two types of currency and erase any confusion that might occur for your users.

5. Test, Measure & Optimize

As with everything in your game, you should be testing and re-testing all variables affecting your engagement and monetization. Test your exchange rate. Test your price points. Test anything and everything involving your virtual economy. Keep in mind that small fluctuations can often have a large impact on your overall revenue. At the same time, keep an eye out for inflation, imbalance, fraud and other factors that could be detrimental to your efforts, and quickly squash these before they have a chance to grow.

Conclusions

Dual currency systems aren’t for all games and all developers, but as virtual economies continue to evolve, many developers are finding that the rewards of having two currencies far outweigh the risks. If you’re thinking of implementing a dual currency system, take a look at your game and the types of users it attracts, and decide how you want to handle conversions and transfers. Do transfers make sense given the game dynamics? Do conversions make sense given your users’ willingness to pay, or would they simply rely on conversions to gain large amounts of in-game currency without actually engaging in the game (which might actually cheat non-paying users)?

Thought Leadership Series : Are gamers moving away from pricey console games?

Offerpal Media continues to develop its ‘Thought Leadership Video Series ,‘ in which we will interview some of the foremost experts, entrepreneurs and, yes, “thought leaders” in the field of online gaming and social publishing. In the first video interview, we sat down with Blake Commagere to talk about various topics. In the second interview, he spoke to us about gamer’s psychology, social networks bringing new audience to gaming and much more…

Blake is the creator of the highly successful Zombies, Vampires, and Werewolves games on Facebook. Previously, he led the development of the Causes application on Facebook.

EPISODE 1: “What social game developers can learn from traditional games?”
In this interview, Blake revealed his insights on social versus traditional (PC/console) game development.

EPISODE 2: “Are gamers moving away from pricey console games?

Topics include:
- Gamer’s moving away from pricey console games?
- Social networks bringing new audience to gaming
- Challenges to traditional game developers in this new social gaming environment.

Anu Shukla finalist for the Stevie Awards for Women in Business

Anu Headshot.2We are thrilled to announce that Anu Shukla, CEO and founder, of Offerpal Media is a finalist for the Stevie Awards for women in business.

Because of the high average scores she received during a month of preliminary judging, her entry has become a Finalist in the 6th annual Stevie Awards for Women in Business.

This is a significant achievement.  This means that independent judges agreed that her nomination deserves international recognition, a Certificate of Finalist Recognition, and possibly a Stevie Award trophy.  Stevie winners will be determined in the final judging.

Here are the details for Stevie Award nomination

Nomination: Anu Shukla, CEO & Founder

Category: Best Entrepreneur – Service Businesses – Up to 100 Employees

Status: Finalist

On November 13, Stevie winners will receive their trophies, and be able to make a 30-second acceptance speech, before  more than 200 executives assembled.  The presentations will be broadcast live across the U.S.A. by the Business TalkRadio Network, and videotaped for later broadcast on the Stevies for Women web site.  Certificates of Finalist Recognition will also be accorded to Finalists.

Now available : US Virtual Goods Report

virtual-goods-report-thumbnailJustin Smith  serves as co-editor of Inside Facebook and Inside Social Games, and manages Inside Network’s AppData and PageData services  and Charles Hudson, VP Business Development of Virtual Goods Summit, released today a report analyzing and forecasting the US Virtual Goods Market.

By 2010, revenues could hit $1.6 billion as users become more comfortable paying for virtual goods in small transactions that are executed in a seamless fashion. But 2009 will be remembered as the year when it all took off, said Justin Smith, founder of Inside Network and co-author of the report. That’s the finding of the Inside Virtual Goods report being released today by Inside Network and the Virtual Goods Summit. The 60-page study is one of the most thorough investigations to date into the scope of virtual goods, which include virtual gifts that people give to each other on Facebook as well as in-game weapons users buy with real money so they can inflict more damage on other players.  Read the entire story at Venturebeat

Charles and Justin spoke with dozens of execs and entrepreneurs from all parts of the Virtual Goods field to gather data and information to help them materialize their report.

This report is unique since it gives the US virtual goods market detailed estimates, analyses and predictions for 2009 and 2010. The Report is designed for entrepreneurs, investors and is has the following sections.

  • Social Networks, Applications and Games:
  • Casual MMO’s and Virtual Worlds:
  • Hardcore MMO’s and Free-to-play online games, and Emerging Areas:
  • Consoles, iPhone and subscription MMO’s:

Each of these sections will contain a brief history of the evolution and growth of this space in the US, estimates of the size of the market in 2009, and a analysis of the opportunities and issues of this space, including outlook and prediction for 2010.

Purchase this report , click the link below. Click here : http://www.insidevirtualgoods.com/us-virtual-goods/

Offerpal unites with Girls In Tech for VGS after party at Harlot

git_logo_jpegOfferpal is  excited to partner with Girls In Tech as a media sponsor for the upcoming Virtual Gaming Summit.  Girls in Tech is a social network enterprise focused on the engagement, education and empowerment of like-minded, professional, intelligent and influential women in technology.

Offerpal is a sponsor of the Virtual Gaming Summit is San Francisco on Oct 30th. And is official sponsor for the after party at Harlot. Girls in Tech and Offerpal join hands as a media sponsor to reach out to publishers who are attending the gaming conference and to those who are involved in this space to invite them to the party so that they get to network with experts in this space.

Anu Shukla, CEO and Founder, Offerpal Media, extends this invitation and looks forward to meeting you there.

We are excited about it and have invite you to event. Please RSVP at the Event FB page and come and JOIN the fun.

Here is the link on FaceBook. You are welcome to bring friends.

RSVP: Offerpal VGS after party.

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