First Data Corporation Gets into Gifting on Facebook with eGift Social

eGift Social

With a background in gift card processing for over 250 top global brands, First Data Corporation is experimenting with a new real-world gifting app of its own on Facebook, eGift Social. The app is basically a way to buy your friends ice cream.

Users of the application have to register an account, and if they wish to actually purchase anything, provide a credit card as well. It is worth noting that a credit card is not part of the registration process, so users are able to check everything out before giving out any fiscal information.

Once in, eGift can connect to both the user’s Facebook and email accounts in order to add friends. It is a bit odd that it makes users type in the names rather than present a list like most other Facebook apps, but no matter. Once a few friends are added to the app’s “buddy list,” it’s time to start making people happy.

As it stands, it is possible to send gifts from only one storefront: Cold Stone Creamery. It may be the only partner involved in eGift at this time, but there are still over 1,300 locations across the United States, and… it’s ice cream!

The gifting is all simple enough too. Simply select one (or many) gifts, and send them to the friend of your choosing. The credit card attached to the account will be charged and that user will get the gift instantaneously through either Facebook or email. Then they can take it to an actual brick and mortar local for redemption.

Disney’s Acquisition of Playdom Is Another Symbolic Moment in the Evolution of Social Gaming

If you had told developers during the time of the earliest generation of social games on the Facebook Platform – games like Vampires and Zombies, circa mid 2007 – that The Walt Disney Company would be acquiring an app developer for somewhere between $550 – $750 million three years later, most would have been very skeptical, if not incredulous.

But Disney’s acquisition of large social game developer and publisher Playdom yesterday marks another symbolic moment in the evolution of social gaming on Facebook (and MySpace, where Playdom invested early and has had success). Following EA’s acquisition of Playfish last November, Disney is the first media giant to pull the social gaming acquisition trigger in a big way.

It wasn’t that long ago that social games and apps were thought of as just another vast repository of low quality advertising inventory – if not worse. But Disney’s acquisition of Playdom, even more so than EA’s acquisition of Playfish (given Disney’s breadth of brands and media interests, and how careful they are with protecting their IP portfolio from potentially scarring issues), will now validate the virtual goods model to many media executives and investors who were hesitant to believe that something as trivial as inviting your friend to mop your restaurant might be a promising way to build a business on the internet.

As social gaming has become increasingly mass-market throughout the west and – this year – increasingly popular in the east as well, media companies like Disney are betting on the idea that new brands and IP can only take you so far; existing IP will become increasingly important in separating from the pack of developers vying for consumer attention, especially as customer acquisition costs increase.

We continue to hear of many social game developers and media companies interested in talking more with one another. If anything, we’ve been seeing that developers are getting more eager to have conversations than was the case six to nine months ago, but the number of potential acquirers sniffing around has also been increasing throughout the year as well.

Overall, we continue to expect to see more M&A activity in the space over the coming months. There are a lot of companies who are now confident enough that virtual goods inside games on social networks will be sustainable and are trying to figure out what exactly their move will be.

To dig deeper into the social gaming market, check out our recent Inside Virtual Goods reports:

This Week’s Headlines on Inside Social Games

ISG LogoCheck out the top headlines and insights this week from Inside Social Games – tracking all the latest developments at the intersection of games and social platforms.

Monday, July 19th, 2010

Tuesday, July 20th, 2010

Wednesday, July 21st, 2010

Thursday, July 22nd, 2010

Friday, July 23rd, 2010

Facebook Testing More Widespread Credits Giveaways in Social Games

Over the past few months, Facebook has been testing more ways of “seeding” users with Credits, its universal virtual currency, to spend on virtual goods inside social games on Facebook. Just last month, it started testing a Credits giveaway promoting CrowdStar’s Hello City. Now, Facebook is testing more generic Credits giveaways inside social games running on the Facebook Platform.

Over the last couple of days, users have reported seeing the following notice above many Facebook games. Facebook is testing a variety of Credits seeding amounts – we’ve seen from 10 to as many as 25 for some users. (We’ve even seen some users complaining that their friends got more Credits than they did in this giveaway.)

Facebook’s goal with the Credits giveaway is to accelerate the adoption of Credits as a common virtual currency across apps and games. As Facebook CEO Mark Zuckerberg told us a few weeks ago, “It makes sense that there should be one currency. If I go play a CrowdStar game right now and get Credits there, I can’t go use those Credits in a Zynga game, so that kind of sucks. One of the biggest inefficiencies in buying virtual goods is all the friction of having to take your credit card out, so having one store of [virtual currency] that you can use everywhere is both good for users and good for all the apps.”

We expect Facebook to continue doing promotions like these over the rest of the year to build up the number of Credits in circulation. For more background on the Credits rollout process, see our recent in-depth story here.

To dig deeper into the social gaming market, check out our in-depth market research report: Inside Virtual Goods: The Future of Social Gaming 2010.

RockYou Planning to Use Facebook Credits Exclusively for Virtual Currency Purchases

Facebook has been busy meeting with large developers on its platform, trying to get them to sign deals to exclusively use its virtual currency, Credits, in their applications. So far, it has CrowdStar and LOLapps using Credits exclusively as the direct payment method, with rivals like Zynga participating but also using alternatives.

Now, there’s another big developer joining the exclusive list: RockYou. The company said say in a post about using virtual currency in its big social game, Zoo World. Here’s the key part: “RockYou is NOT doing away with Wildlife Point items to be replaced by Facebook Credits ($0.10 each). But all CASH purchases will require facebook credits within a year (Facebook requirement).”

> Read the full story on Inside Social Games.

Facebook Roundup: Ads, Likes, Lawsuits, Privacy, Drinks and More

Canadian Firm, German Govt File Against Facebook - Toronto-based Merchant Law Group filed paperwork seeking class action status in a lawsuit against Facebook this week claiming Facebook mishandled user data during the most recent privacy changes, and seeking the sum of the money the company made as a result of making user data public in that change. It’s not clear how strong the firm’s particular arguments are; what is clear is that some law firms pursue such cases when they think they can get money or at least publicity out of their efforts.

Meanwhile, perhaps more seriously, Germany data protection official Johannes Caspar said in a statement this week that his office had initiated a legal process that could ultimately cost Facebook thousands of euros in fines. The action comes over privacy issues, specifically, April privacy setting changes that exposed the information of people who don’t use the site through Facebook’s email importing settings. Facebook has until August 11 to respond to the legal complaint.

Facebook’s Economic Geography - Visual Economics created a really interesting map of what Facebook’s economy would look like if it were a landmass, representing app companies and Pages by size, and other interesting representations.

Microsoft’s Docs Integrates Facebook - Microsoft’s new Docs.com site has made some changes to its program that allows for better Facebook integration. Currently you can post a document to your Facebook Page. Docs.com users now have the ability to:  post documents for a Page, author a document as a Facebook page, add a Docs tab to your Page and share/manage docs with other Page admins.

Buy a Drink, on Facebook - It’s now possible for Facebook users to buy their friends drinks — real drinks — even if they live in different cities. Web developer Webtab uses Facebook Connect and its Bartab app to coordinate the purchase.

Basically after paying a $1 fee (on the site or via the app) a user can send a drink to someone in the app network in the form of a digital coupon; the indicated drinker must then go to the indicated bar to redeem the coupon.

DC Team Focuses on Privacy - The Hill interviewed Facebook Spokesman Andrew Noyes this week noting that the company’s D.C. team is setting its sights primarily, 90% to be precise, on privacy.

Facebook’s Buchheit Gives Gov a Hand – Code for America, a group working to “import the efficiency of the Web into government infrastructures,” is the beneficiary of the services of Facebook’s Paul Buchheit. The organization is working on several projects with a variety of government groups.

Ladies Love Facebook – Oxygen Media and Lightspeed Research released a report about Facebook usage by women this week. Among the findings was that about one-third of women aged 18-34 check Facebook as soon as they wake up, even before heading to the bathroom. Other findings: 42% of women think posted photos of them “visibly intoxicated” are okay;  57% interact with people more online than face-to-face; 39% call themselves Facebook “addicts”; 21% check Facebook in the middle of the night; 63% network on Facebook; 79% think posted photos of them kissing are okay and 50% are friends with strangers.

Doctors Talk Health on Facebook - USA Today has a piece this week that explores how some health care professionals are using social media tools to help their patients.

Facebook Supports Rel-Me - Chris Messina posted a screenshot showing that Facebook now seems to be supporting the rel-me attribute on its site, used for identity consolidation. Links on one web site about someone connect to other Links about that person, establishing a bi-directional personal rel-me link.

Facebook Pushes Ad Quality, Privacy - The Wall Street Journal reported this week that Facebook is promoting its social-context banner ads service as superior to competitors — including by impression volume, as the graph from the article shows, below. Incidentally, Facebook’s Chief Operating Officer Sheryl Sandberg wrote a company blog this week describing the way ads work, taking special care to spell out how user privacy is maintained.

Users Like Likes - A couple of different outlets reported on the number of Likes Facebook users are serving up. One promoted the figure of 3 billion Likes a day, with 350,000 sites using Facebook’s social plugins.

Facebook Closing Gift Shop, Getting Out of Direct Virtual Goods Business

In a move that will likely be surprising to some, Facebook has just announced that it is closing its Gift Shop for virtual gifts in three weeks on August 1st.

Facebook launched virtual gifts a little over three years ago, and has done a variety of e-commerce experiments since. For example:

However, Facebook was never seemingly able to get its direct-to-consumer virtual goods business over the hump. While other niche social sites have increased virtual gift monetization by integrating gift content more heavily into the user experience, Facebook has kept integration to a relative minimum, primarily only displaying them on a user’s wall as just another type of rich feed item.

Instead, Facebook has focused more on its core value proposition as a communication and identity utility, while letting third party developers on its platform develop the rich application experiences that have proven so potent at monetizing through the sale of virtual goods. Now that virtual goods on the Facebook Platform have become such a large business, Facebook is getting involved through its universal virtual currency, Facebook Credits, around which there are a variety of sentiments in the developer community.

In our latest estimates of Facebook’s revenues, which we put at $700 million in 2009 and $1-$1.1 billion in 2010, we estimated that virtual gifts made up less than $10 million in revenue for Facebook last year. Most of Facebook’s revenues in this category this year will come from the growth of its Credits virtual currency business instead.

Nevertheless, it is a symbolic moment in the evolution of the company. Facebook has decided that it doesn’t want to be in the business of creating virtual goods for users to buy, but rather to be the platform on which others can build applications within which users can buy virtual goods with house-issued universal currency.

In Depth: New Facebook CTO Bret Taylor Discusses Open Graph, Mobile and Regional Growth, and Advertising

Part 2 of 2 – See Part 1 here

Five weeks ago, Facebook CEO Mark Zuckerberg appointed Bret Taylor, who joined the company when Facebook acquired FriendFeed in August 2009, as its new CTO. We sat down with Taylor to talk about Facebook’s vision for the future of the Facebook Platform, and how it’s affecting everything the company is doing.

In the first part of this interview, yesterday, Taylor shares his thoughts on the state of the Platform, new ways developers should expect Platform governance to evolve in the months ahead, the new group at Facebook that is responsible for the health of the games ecosystem, new types of communication channels that Facebook may launch, and the Credits rollout transition. Today, Taylor discusses the state of the Open Graph Protocol, and Facebook’s long term Platform vision as it relates to mobile and regional growth.

Taylor is moving from his role has the head of Platform to CTO at a time when Facebook is nearing 500 million monthly active users as a whole, over 1 million websites have integrated Facebook functionality in some form, and social gaming companies on the Facebook Platform are earning hundreds of millions of dollars in overall revenues this year.

Justin Smith: One of your main priorities recently has been the Open Graph products. Can you describe who’s having the most success with this approach to marking up their content?

Bret Taylor: The initial launch of Open Graph was focused on things that would otherwise be Facebook Pages – actors, celebrities, etc. The basic idea was that if you were Green Day the band, it’s really inefficient for you to have GreenDay.com, and a Green Day account on Facebook, Twitter, MySpace, etc. Your internet identity is GreenDay.com. Through the Open Graph Protocol, that is the thing that users connect to and can add to their profile, and that’s the object sending users updates.

I’m not prepared with enough metrics to answer this question, but anecdotally in my personal network the things that have been working the best are sites with really high quality content that weren’t previously represented well on Facebook. So sites like IMDB, Yelp, and things that really are a part of your identity. To go to a fan page on Facebook and click Like, you have to be a pretty avid fan of a band, but if you’re on IMDB because you’re checking out a movie you watched, adding a “bumper sticker” to your profile is a lot easier to do.

For my friends, this is increasing the volume of changes they make to their profile, and in turn making their profile more accurately reflect their actual interests – as opposed to the movies they typed in when they created their Facebook account in 2005 that have since been frozen in time. I think that’s a really positive change for Facebook, and a really positive change for partners like IMDB, who are getting more traffic from Facebook than they were before.

In the long term, the product is a little immature right now. We just launched it at f8, we’re still learning how people use it. We think about Facebook as a social graph, and the things that people connect to don’t really need to live on Facebook.com.

This is just a first step in that direction. It’s really not important that Facebook hosts the photo, it’s really more important that your friends are tagged in it. That’s what makes Facebook great. Likewise with Events, it’s not important where the event is hosted, it matters that you can invite your Facebook friends and have those serendipitous experiences.

So over the long term we’d really like to open up Facebook entirely, so that we’re like the social glue for objects on the rest of the web. We have a long way to go, but our long term vision is for Facebook to be truly open and the social plumbing, as opposed to simply a destination site.

With the launch of the newer simpler products, does it matter to you which type of Facebook integration people use for the long term development of the ecosystem?

There are some categories of developers in my view as it relates to this. The social plugins have really resonated with content and media sites. If you’re a newspaper or a blog, your software is the content management system. There’s a huge amount of engineering to build a social networking system. There are sites like Huffington Post that have developed that functionality, but the vast majority haven’t invested the significant amount of resources given the relatively unknown value coming out the other end. Social plugins will probably be the right technology for them given the cost/benefit of doing a deeper integration.

For startups that are building social sites from the ground up, login is the right solution. But social plugins are a great complement for those systems too. Hopefully those will increase the conversion rate of people visiting your site quite a bit, because users can see that three of their friends are already there. The idea with social plugins is if you show an activity stream or a login button with pictures of your friends, the likelihood that users will join goes up. The spirit of the social plugins is really instant personalization.

Are you happy with the way Platform has been growing on mobile? Fundamentally, will the core product features and communication channels likely stay the same across the devices?

I think it’s been pretty great – I don’t know the exact stats, but a huge percentage of the top apps on iPhone and Andriod integrate Facebook Connect.

There are also still a lot of user experience things we need to improve. For example, it’s hard to enter your password. I have some punctuation in my password being the computer geek that I am, and I have to click four keys just to get the punctuation characters to show up. The interesting thing to me around mobile is that it is a single user device, and I feel like we could improve the user experience of the platform given those constraints. But overall we’ve been pretty happy with it.

We do think [core Platform communication channels will stay the same across devices]. We think of our platform as a truly horizontal platform, rather than a vertical platform. With a phone platform that might run the app store too, it’s the whole stack, whereas Facebook can be a component of your application no matter what platform it runs on – website, iPhone app, desktop app. One of the values that we can provide is a uniform set of communication channels. We do have a lot of work to do on user experience, as a lot of the platforms and form factors are new, but we would like a consistent set of channels across those devices.

We’re seeing a lot of regional growth on the Platform. For example, there are some developers that are based in Asia, Europe, or South America and developing apps for users in their region. Do you think that, similarly, there will be a uniform set of features across regional and cultural segments of the userbase?

I think at a high level yes, but probably with some exceptions. This is again a little bit outside my area of expertise, but I’ll just give one example.

Certainly payments differ quite a bit across countries. We’re going to have to do a lot of specialized work to make payments work in countries where credit cards are not a common phenomenon. And likewise some countries are dominated by mobile usage, and the Facebook experience is therefore dominated by our mobile products, which emphasize certain channels differently.

Our platform will probably have to evolve to reflect some of those differences as well. Mobile usage is becoming a dominant use case in some regions, but it’s still a little hard for me to predict right now. I think we’re willing to do some different things, but there is a lot of value in having the same platform and the same channels everywhere. It’s important that the developer community have a shared understanding of our platform and how it works.

Does it concern you that in some regions there are some people who use Facebook primarily for gaming, and who have built their social graph and use the product in a really different way than people who, for example, grew up using Facebook the US?

It certainly doesn’t bother us that people use Facebook for gaming. A lot of people in the US joined because of photos. It’s just one of the reasons why people love Facebook.

I think some of the issues around the social graph are things we’ve put a lot of focus on. It’s important to us that Facebook be your real identity, and that your Facebook friends be your real world friends. That is an important quality of Facebook, and it’s something that our developers expect of our platform and that makes Facebook different than other platforms.

At the same time, growth is growth, and if people are using our product and loving it, that’s the most important thing. But making sure the integrity of our graph is there is something we focus on because it is one of the primary values we provide to our developers.

There has been much discussion on security issues related to the data model of the Platform over the years, but it has always been unknown whether there have actually been significant cases in which data obtained through the Facebook APIs in an authorized way was misused my malicious developers. Can you clarify that at all?

I’m not going to comment on specific cases, but we have a very large and popular developer ecosystem and there are some malicious developers. Our site integrity team hunts them down. But it’s not very widespread because we have good teams working on it. We spend a lot of time and effort on technology on this. The type of information that class of developers is interested in is largely email address, because that’s what there’s a market for on the darker side of the internet.

You have to take a layered approach to security – from the automated systems detecting unusual flows of data on Facebook as a whole, down to the people on our operations team manually trying these apps. All of our systems are designed to catch problems as quickly as possible.

You said earlier that solving the distribution problem is more complex given the intrinsic bifurcation between people who want to see game updates and people who don’t. One of our observations over the last year is that developers are increasingly using advertising as a channel for acquiring new users to complement their other efforts. Do you think that’s healthy?

I think it’s fine. To some degree it was a little unexpected. I wasn’t here when all of this was created, but my understanding of all this was that no one really anticipated the degree to which our platform developers would depend on advertising.

At a high level our advertising system is a generic auction model system. To the degree that our game developers can monetize the users they get through advertising more effectively than other advertisers in the system, then that’s a great system for them. But it’s not optimized for them – it’s optimized to be a very general purpose advertising system.

I have a feeling that as more advertisers get into the system, some of those dynamics will change, just because the costs of acquiring new users will change as the diversity of advertisers changes. At the same time, it seems great that if you’re a game player on Facebook, what a great user to target to suggest that they play another game. It makes intuitive sense that it is a good system for our developers.

Do you expect that future changes to communication channels, like an updated form of notifications, would change the dynamics here significantly?

I think it almost inevitably will. But at the same time I think a lot of our developers use all of these channels. Some will be more effective than others depending on different dynamics within those channels, so I have a feeling that changes we make will hopefully improve the lives of our developers and improve the experience of our users. But at the same time, if our advertising system still happens to work well for them, I don’t think it’s a zero sum game at all. Developers want users, and as long as it’s cost effective, they’ll take them any way they can get them.

In Depth: New Facebook CTO Bret Taylor Discusses Platform Governance, Social Gaming, Viral Channels, and Credits

Five weeks ago, Facebook CEO Mark Zuckerberg appointed Bret Taylor, who joined the company when Facebook acquired FriendFeed in August 2009, as its new CTO. We sat down with Taylor to talk about Facebook’s vision for the future of the Facebook Platform, and how it’s affecting everything the company is doing.

Taylor shares his thoughts on the state of the Platform, new ways developers should expect Platform governance to evolve in the months ahead, the new group at Facebook that is responsible for the health of the games ecosystem, new types of communication channels that Facebook may launch, and the Credits rollout transition. In the second part of this interview, coming tomorrow, Taylor discusses the the state of the Open Graph Protocol and Facebook’s long term Platform vision as it relates to mobile and regional growth.

Taylor is moving from his role has the head of Platform to CTO at a time when Facebook is nearing 500 million monthly active users as a whole, over 1 million websites have integrated Facebook functionality in some form, and social gaming companies on the Facebook Platform are earning hundreds of millions of dollars in overall revenues this year.

Justin Smith: What are you focusing on in your new role as CTO, and how have your responsibilities changed?

Bret Taylor: My job practically speaking hasn’t changed much yet because there’s a transition period, and the platform is one of the core parts of the company. So until we find someone to fill a lot of the stuff that I was doing on Platform, that’s probably still my 85% focus.

I was the cross functional lead for the Platform group, meaning I reviewed product direction, to some degree technical decisions, and partner strategy. It’s a big cross functional group, and we have a great team working on it and a pretty good roadmap, so I’ve been able to start working on a few other projects. Right now my focus will be on product for technology and the end user, which are very intertwined, like news feed, search, and platform. The algorithm that enables a particular UI is as important as the UI itself. Those are a mix of technologies and products, and that’s always been where my passion is. Now I’m also getting more involved with the technology, which is the main change from before.

One of the things I asked Mark a couple a weeks ago was how do you feel like the Platform has evolved today in terms of the alignment of incentives between developers, users, and Facebook?

This is one area where we’re investing a lot in technology to improve that balance. One of the things that has happened with our platform over the last six months is we’ve had increasing frustration from our longest standing game developers in particular about changes we’ve made to the platform to accomplish various user interface goals. For example, a couple of months ago we made a revision to Events, and as a part of that we put the event creation workflow at the top right of the home page. That moved requests down the page by some number of pixels, which significantly impacted the conversion rate on requests, and that was one of those instances where we weren’t thinking about the system holistically enough. We were making a very reasonable product update in isolation from the rest of the system.

There’s a few big initiatives going on right now which I think will significantly improve the sanity of our developers and improve the product. To date, we have relied on policy and enforcement to accomplish a lot of our product goals around the platform. Where are the buttons, what are the incentives you can put in place, stuff like that. They all are very solid incentives, but at the same time, it’s somewhat like the IRS tax code. The people who understand it the best can get away with the most, and the people who are new to the platform are overwhelmed with its complexity. We have evolved our thinking on that and think if we had better automated systems to detect bad behaviors and prevent the delivery of bad messages, we could reduce the number of policies significantly.

So rather than saying you’re not allowed to do X, Y, and Z with a dialog box in your game, if you’re sending useless messages from your game, we just won’t deliver them, and we’ll give you that feedback. And then you can change the way you send messages to send higher signal-to-noise content. This is something that we just haven’t invested enough in, but we now have a very large team working on spam and quality. That will touch all of our communication channels, and news feed. This is going to be a year-long project though, because we’re not going to remove the policies until we know that the system that replaces it is high quality.

The other initiative is we have a team exclusively focused on games now. Internally, we’ve always known this, but now we’re formally recognizing it, that just like photos, just like events, games are a killer app on Facebook, and a primary part of the user experience on Facebook. We have product managers and engineers who are extremely talented now working on it.

Right now we have a Games dashboard that I would say is pretty uninspired. It works, but it’s not something that I think is revolutionary. We have a team now who is responsible for making games successful on Facebook as a category, and when we make changes to our overall product, we’re going to track the effects on that category just like we track the effects on photos and events on Facebook.

Over the next 3-6 months those effects will be noticeable, I think they’ll have the effect that we won’t inadvertently affect the ecosystem by our own product changes. Then, we can slowly make our policies higher level and more “spirit of the law” instead of letter of the law because we’ll have these automated systems to enforce them in a more natural way.

Since 2007, there have been different periods of emphasis on governing the Platform via automated systems versus policy enforcement. For example, soon after the Platform launched, Facebook created allocation limits for communication channels, but in the following year invested more in increased policy enforcement. Is the final answer simply that there will be both?

There will be both, just because there are some user experience things that we’re not going to be able to enforce technically. When you’re within the Facebook chrome, there’s certain user experience things we care about. We can’t enforce policies on scammy ads technically, but it’s very important to us that people can trust apps within Facebook. But at the same time, we want the set of policies to be small and comprehensible, and something that every engineer at any company developing on the platform can understand.

My understanding right now is that some developers have an internal expert about Facebook policies, and during a product change they’ll go consult the guy that understands it. You shouldn’t need an accountant, so to speak, to follow our policies – it should be more intuitive. But it’s a process because until we get the right automated systems in place, we’ll keep the policies that our automated systems will enforce.

But as we get to that place my hope would be that our relationship with developers will be more hands off, and that those policy violations will be more the exception rather than the rule rather than the nitpicky relationship we have now – which is based on the right intentions but frustrated on both sides. We have some of the strongest engineers on the platform team working on this problem.

What are the success metrics for the new group at Facebook that’s responsible for the health of the Platform games ecosystem?

We’re focused primarily on engagement. For users who use a game, how easy is it for them to find that game and interact with their friends using that game? We’re focused a little less on distribution initially, because engagement is an area where our interests and developers’ interests are 100% aligned. If you’re a user of Restaurant City, you should be able to use that game, whereas with distribution, our interests may diverge a little bit.

The team right now is focused on improving engagement, focused on requests, bookmarks, and some features on stream. We’ve gotten feedback from our users that it’s hard to find apps they use regularly. That’s something that troubles our developers and troubles us equally, and we are developing the standard engagement metrics for games, on the order of 5-6 experiments in parallel. Based on the results of those, we’ll settle on a path. We want to roll out improvements every couple of weeks.

Once we feel like we have that in a better place, we’ll also start focusing on distribution. It is a much more formidable product challenge, because people who are not interested in games have a significantly more negative reaction when they see things like game invitations. I don’t think we have the silver bullet for that, but I think improving engagement first will be a huge positive step forward.

Was the recent change to remove notifications for applications the right move? Do you plan on introducing other distribution channels to take its place?

I think it was for that product, because it was a completely unpoliced channel. It was a tragedy of the commons, where there was enough garbage in there that it ruined it for everyone else. That was the feedback we got from developers. The channel had gotten so polluted that it wasn’t useful anymore. But there is a good chance we reintroduce channels like that that are inherently more algorithmically policed and uniformly high quality. Requests has been a higher quality channel because of the built in controls, though there are obviously improvements we can make there as well.

The idea that there are passive notifications, notifications that require action – requests, and broadcast, which is the stream, are concepts that we are still committed to. But we want to introduce them in the right way so that it can be a sustainable long term channel, rather than a free for all, which in the end hurts everybody. We’re going to be much more thoughtful when we introduce new distribution channels like that.

One of the channels that has been scheduled for updating recently but hasn’t been updated yet is the requests channel. Can you talk about what will happen there?

We are not going to change that immediately. We are in the process of updating our roadmap. This is part of the group working on games. We are doing a bunch of experiments on it first, so we can do it in a thoughtful way, because it is an extremely important channel for our canvas and games developers. We had originally said we were going to do a bigger change to that this month, but we consciously are not going to do that until we do some of our experiments around games, so I don’t think that channel will change any time in the short term.

Is the team responsible for engagement across games also responsible for monetization at all?

There is kind of a church and state separation right now. The primary goal of our platform team today is increasing the number of high quality applications and increasing engagement with those apps. We are really focused on Credits, but actually almost entirely for user experience. Games are so core to the user experience on Facebook that having the ability to transfer the money that you invested in games among games is a very important part of the user experience, and that’s the primary reason we’re investing in that today, is to make the category grow.

One of the concerns that people I talk to have about the way Credits is being rolled out is that there will be a transition period during which the product isn’t yet fully baked and enough payments partners aren’t signed up yet. Can you address the specific concerns that developers have around this?

There is a transition period inherently in rolling out a product of this scope. We do have the most high leverage payment partners today. The feedback that I’ve heard so far, and this isn’t my area of expertise per se, is largely around user experience and conversion rates related to that, and less focused on payment partners. There’s gaps in that, but it’s relatively complete.

Because we have a number of partners using it now, the product will improve for everyone really quickly because of the collective pressure. The long term vision is because there are so many large partners using it, there will be a lot of stored value in the system, which will really help the startup costs, particularly for independent game developers. Some of the best games on Facebook have been created by independent game developers, which is one area that’s been a little underserved. The existence of a high quality Credits system will really help a lot of those shops in particular.

We’re adding payment partners based on demand. If there are payment partners that aren’t supported today that are really important to your business, talk to the partner manager that you’re dealing with on the payments team, and we’ll work on it. We’ve added tons, and we continue to add more. It’s a huge priority of the team. There will be a transition period that will be kind of awkward, but in the end everyone will benefit from the system.

Do you think that third party monetization services should change the way they think about Facebook in order to be better aligned with you?

At a high level, companies that help platform developers monetize are great, and it’s great that there are companies that give developers a lot of options to monetize their product. With our Credits product, it really is a user experience thing. We’re certainly not the only platform to want a uniform currency – almost every device has something similar. Basically, users who use applications tend to use more than one application. It’s very important therefore that you don’t have silos of cash and are able to use lots of applications and have a single virtual currency to use among all of them. That just seems like the right user experience.

Certainly on Facebook.com, that’s the direction we’re going without question. There’s just very little question in our mind that that’s the right thing for our users. Other things around user experience that we’re really sensitive to are data sharing. We really don’t want sleazy ad networks, so we have limitations around data flow, but at a high level we are very supportive of third party monetization options on our Platform.

The entertainment category of apps has generally performed above expectations, but it seems like there have also been other categories that have apparently been below expectations, like enterprise or productivity. Would you agree with that?

I would. I think what happened with games was that a handful of very innovative companies created really compelling user experiences, and they were so compelling that they grew tremendously, and provided a template for how you make social games that in my mind almost created an industry. And I don’t think we’ve seen that same behavior in a lot of other verticals that we intuitively think probably will be disrupted by social platforms eventually.

That’s a lot of what we were doing at f8 with our partner program. For instance, for our instant personalization program we worked directly with partners on helping them create social experiences that other companies could use as a template of what a great social experience on the web is.

One thing that I have an intuition about is that companies that build social from the ground up, they think about it from day one, come out significantly differently from the companies that tack it on at the end. That’s why I think a lot of the biggest social companies today were startups initially, because it’s very difficult to treat social as a transplant in your product. It’s not impossible, companies have done it, and so I eagerly read Hacker News looking for the latest Y Combinator company in verticals I care about because I think there’s a good likelihood that a company like that finds the right social incentives and social interactions to make a vertical really explode socially.

That said, I think a lot of the work we’ve done to support Facebook for websites has done a lot to improve the state of things, in terms of the number and breadth of categories that are socially enabled. Starcraft 2 uses Facebook for login, and I think that’s great, because I like to play video games but I’m pretty bad at them, and playing with friends is much more fun for me than getting my butt kicked by a 13 year old in Iowa. Everything from that to almost all the newspapers I read have integrated social plugins. I don’t think we had the right plugins for them until f8. We’ve chipped away at that by expanding outside of the Facebook canvas.

In the second part of this interview, coming tomorrow, Taylor discusses the the state of the Open Graph Protocol and Facebook’s long term Platform vision as it relates to mobile and regional growth.

This Week’s Headlines on Inside Social Games

ISG LogoCheck out the top headlines and insights this week from Inside Social Games – tracking all the latest developments at the intersection of games and social platforms.

Monday, June 28th, 2010

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Friday, July 2nd, 2010