You
have probably already noticed, if you play games on Facebook, that
one of the key social aspects, that of gifting has been having a few
problems recently. You may even have noticed that some games have
begun to remove gifting altogether. You may, if you are of a certain
mindset have begun to wonder why this is happening. Well, the reason
goes back to the analyst reports that came out as part of the Initial
Public Offering (IPO) of Facebook. Hidden away amongst the hype and
the questions over value and the uncertainty over marketing revenue
were reports on that other significant revenue stream, the money that
game players pay to game producers in order to gain an advantage
within the game, paying to buy hard to find items or rare boosts.
Now, of course, it is perfectly possible to play most Facebook games
without paying anything at all, but where is the fun in that? Game
producers know perfectly well that people are naturally competitive
and the revenue generated by people seeking an advantage has always
been good. Of course Facebook has always taken a share of the
revenue, and at the time of the IPO it was running at something like
$1.9 billion dollars a year, which is not to be sniffed at.
Of
course, in the world of public corporations, and the drive for
returns on investment and keeping shareholders and more importantly,
bankers, happy, this is an opportunity. Imagine if all those gifts
that your friends send you every day, all those little helping hands
were suddenly removed? What if you could still get them in the game,
but the time taken to do that was rather high? Wouldn't you be
tempted to maybe speed the process up a little? Maybe invest a little
of your hard earned cash to make up the missing help from friends? It
might even tempt you if you have never even considered paying for
your gaming before, especially if the cost wasn't all that high. Of
course, if that was the case, Facebook, and therefore Facebook
investors would get a nice little boost in revenue for very little
effort. Isn't that nice! Of course, it could just be coincidence, but
add to this the previous change in the way people pay for game
credits. Remember when you bought the game credits directly from the
game producer? There wasn't much of an announcement but suddenly
about six months ago you stated to buy Facebook credits that were
then converted into game credits for your specific game of choice.
This quite nicely allows Facebook far more control over spending on
the site, and it is of course only coincidental that there is always
a discrepancy in exchange rates between facebook credits and game
credits.
What
can we expect next from the newly corporate social networking site
that we all love? Well, facebook is still saying that it will always
be free and that might well be the case, but what about subscription
gaming? The model is already in place, World of Warcraft being the
obvious example, but would social gamers stand for this? It is
interesting to note how many people become addicted to games on
facebook. Far more so than in other environments, and this will make
it far harder for people to throw away all that gaming enjoyment if
the subscription is not too high. We will have to see where things go
on this one, but don't be surprised if the cost of your enjoyment of
gaming on facebook slowly starts to creep up. But hey, it's only
money.....
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