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Shanti Bergel is a social gaming entrepreneur based in San Francisco.

You should follow me on Twitter here. Alternatively, you can also get in touch by email at sbergel at gee mail dot com.

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What To Do About Deceptive Offers In Social Gaming

The latest brouhaha in social gaming revolves around the industry use of “offers” to fuel consumer purchases of virtual goods.  Today’s social gaming offers are an evolved form of ye olde incentivized lead gen and co-regBoth of these Web marketing tactics have been around for many years and have a checkered but lucrative history.  The checkered bit coming, as it does for many ad formats, from black hat practitioners who push the limits of propriety and end up poisoning the well to some degree, pissing off consumers, and reducing the utility of the format.  As I noted this Spring, the writing has been on the wall for social game offers for quite awhile:

“The offer ecosystem that many social games rely on is on thin ice.  Incentivized lead-gen imploded once in the Web 1.0 days and the seeds for Implosion 2.0 are in the wind.  The offer providers are well aware of this however and are working heroically to ensure that their advertisers continue to see value by reducing rates on offers that become targets of abuse.  This dynamic writ large over time will result in erosion of payout rates to game operators.  Successful games will be those that have a strong direct payment strategy in addition to offers.”

How to combat black hat leadgen in social games has never been much of a secret. Dan Felter, Chairman of Online Lead Generation Association, put it pretty succinctly back in 2007 - “If you choke off the distribution, you choke off the problem,” he said.  Not so coincidentally, one of the most requested features from game developers when offers first came on the scene was the ability to remove specific offers they did not want put in front of their players.  This feature has since been added by many of the offer providers and likely enabled Zynga’s quick action over the past weekend wherein they purged the most deceptive offers from their games literally overnight.

While the recent policy changes from Facebook and MySpace are steps in the right direction, there is a definite enforcement problem.  My sense is that the major players in the social gaming community want to build an enduring industry and grok that it is not in their long-term best interest to scam their own players or the advertisers that underwrite the offers ecosystem - see below diagram from Gambit.  Ideally, all developers would take this to heart and weed their offer streams with equal diligence.  But, there will always be cases where the temptation to improve conversion to pay will win out over best intentions and good judgment.  Best to remove the temptation.

How to do that exactly is an interesting challenge.  Small game developers are unlikely to have the resources to devote to monitoring offers.  The social networks have stepped into the gap from a PR perspective by threatening developers but also do not want to take on the chore of actively policing the offer stream.  In my opinion, the offer providers are uniquely positioned to shoulder this burden.  To do so however, they will likely need a transparent structure that aligns their collective interests with that of the platform holders and consumers.  One way to do this might be a certification and enforcement process wherein an accredited third party (probably the social networks but maybe an industry org) would certify offer providers periodically.  The social networks could then require that app developers use a certified offer provider.  Complaints of black hat practices would be brought to the accredited third party and quickly adjudicated in the open.  Punishments could include fines, de-certification, etc.  Given the revenues involved and ease with which developers can switch offer providers, a new conservatism would likely be born as the losses from de-certification would be a powerful deterrent.  Developers could use offer providers without looking over their shoulders or worrying that they were somehow inadvertently abusing their players.  Just one idea.  There are others being put forward as well.  Personally though, I think it makes sense that the offer providers should own this issue as part of their value add.

As always, feedback and tweets are most welcome.

-Shanti

UPDATE 1, Nov. 8, 2009: Facebook shut down Zynga’s most recent game, Fishville, for failure to comply with its offer-related policy. Zynga has responded by removing offers from ALL its games.  A certification regime for offer providers is sounding better and better…

UPDATE 2, Nov. 25, 2009: Facebook has created safe/banned lists on its wiki from which developers can choose advertising and offer partners.  This is similar to the certification idea in the above post except that the adjudication process is not public.  Gambit for example is on the banned list and there is speculation as to why them versus larger players like Offerpal and SuperRewards.

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Social Network Fatigue: Part 2

Every new advertising format enjoys a honeymoon period where response rates are comparatively high.  As the format becomes widely exploited by marketers, consumers adopt filtering techniques and response rates drop - aka advertising fatigue.  As discussed in Part 1 of this post, social networking is akin to a new advertising format in that it enables us to broadcast our lives out to our personal networks.  Also similar to a new ad format, this personal advertising is showing signs of fatigue.  We’re developing new filters for our friends.

Which gets at the long-term reality of the larger social media ecosystem.  The growth of the social networks and the applications that run on top of them are tied directly to the delicate health of the weak ties that underpin them.  What happens when you fatigue these ties?  Filtering techniques improve and response rates drop.  This is not in the best interest of anybody in the ecosystem yet, through a tragedy of the commons, it has happened to every ad format prior and will invariably happen here.  The only question is to what degree it will happen.  This is a key question for the next crop of social applications.

Will we really filter our own friends?  Absolutely.  My ability to aggressively message a given tie in my social graph is directly proportional to the strength of that tie.  Weak ties will quickly collapse when overused whereas stronger ties can endure quite a bit more abuse.  Message value plays a strong role of course. Even if someone in my social graph is sending out a high frequency of material, if it is of correspondingly high value, I’m unlikely to filter them.  But, when the signal to noise ratio inverts, friend becomes spammer and badness ensues.  Information becomes information pollution.  Like avoiding friendly fire on the battlefield, we will filter out ‘friendly spam’ and the friends who fire it and/or just tire of or quit the platforms that don’t give us enough control over the equation.

Twitter Unfiltered

Facebook recognized this early on and has gradually instituted a number of policies over time aimed at dialing up message value and dialing down friendly spam by curtailing the messaging capabilities of Facebook applications.  Twitter, on the other hand, seems to have been caught a little flat footed by its first message-heavy game application.  They would be well advised to get out in front of it fast.  In addition to spam-happy game developers, marketers are hard at work on the attention arbitrage potential of social networking with little a care as to what it means for the user or their personal relationships.  It is up to the platform holders to create and vigilantly maintain a reasonable balance between business growth and user convenience.  Facebook is clearly ahead in this regard as evidenced by its user retention numbers.

What does this mean for those building or investing in social applications?  I think it means that the short-term gold rush on artificial, spam-driven virality is coming to a close.  In an attention economy spam is inflationary  and, one way or another, will be dealt with.  To grow an application in the coming period therefore will be a function of strong user value, tight platform integration, marketing, and aggressive funnel optimization.  The viral channels in social media are still extremely powerful.  But, out of necessity, will be more tightly regulated going forward.  The space is growing up.  The next generation of successful social apps will be those that map well to this new reality.

-Shanti

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