by Michael Arrington on October 31, 2009 

http://www.techcrunch.com/2009/10/31/scamville-the-social-gaming-ecosyst
em-of-hell/?Yes

Last weekend I wrote about how the big social gaming companies are
making hundreds of millions of dollars in revenue on Facebook and
MySpace through games like Farmville and Mobsters. Major media can't
stop applauding the companies long enough to understand what's really
going on with these games. The real story isn't the business success of
these startups. It's the completely unethical way that they are going
about achieving that success.

In short, these games try to get people to pay cash for in game currency
so they can level up faster and have a better overall experience. Which
is fine. But for users who won't pay cash, a wide variety of "offers"
are available where they can get in-game currency in exchange for lead
gen-type offers. Most of these offers are bad for consumers because it
confusingly gets them to pay far more for in-game currency than if they
just paid cash (there are notable exceptions, but the scammy stuff tends
to crowd out the legitimate offers). And it's also bad for legitimate
advertisers.

The reason why I call this an ecosystem is that it's a self-reinforcing
downward cycle. Users are tricked into these lead gen scams. The games
get paid, and they plow that money back into Facebook and MySpace in
advertising, getting more users. Who are then monetized via lead gen
scams. That money is then plowed back into Facebook and MySpace in
advertising to get more users...

Here's the really insidious part: game developers who monetize the best
(and that's Zynga) make the most money and can spend the most on
advertising. Those that won't touch this stuff (Slide and others) fall
further and further behind. Other game developers have to either get in
on the monetization or fall behind as well. Companies like Playdom and
Playfish seem to be struggling with their conscience and are constantly
shifting their policies on lead gen.

The games that scam the most, win.

And some users aren't dumb, either. For every user who gets tricked into
some fake mobile subscription, there's another who can beat the system.
That's where the legitimate advertisers, like Netflix and Blockbuster,
get hit. Users sign up for a free trial with a credit card, get their
game currency, then cancel the membership and start over. Netflix has a
policy of only paying for a user once. But game developers use a complex
set of partner chains to launder these leads and try to get them through
for payment. Netflix sees an overall lowering of quality and pays less
for leads. Game developers, desperate to monetize, then search for ever
more questionable offers to make up the difference. In the end, the
decent advertisers are out, and only the worst of the worst remain.

Left alone, the system really will slide into a full blown disaster. The
platforms (Facebook and MySpace) are in a position to regulate this, and
even have rules prohibiting some scams. But those rules are routinely
ignored by developers, and are rarely enforced by Facebook and MySpace. 

There can be only one reason Facebook and MySpace turn a blind eye to
user protection - they're getting such a huge cut of revenue back from
these developers in advertising. If they turn off the spigot, they hurt
themselves.

Zynga may be spending $50 million a year on Facebook advertising alone,
fueled partially by lead gen scams. Wonder how Facebook got to
profitability way ahead of schedule? It was a surge in this kind of
advertising. The money looks clean - it's from Zynga, Playfish, Playdom
and others. But a large portion of it is coming from users who've been
tricked into one scam or another.

And recent moves by Facebook to shut down application spam only make the
problem worse in some way - game developers have to spend more money on
advertisers to get users now that the viral channels are shut down. That
means the games have to monetize even better. Which means more scams.

It's time for this to stop. Facebook and MySpace need to create and
enforce rules against it so that game developers aren't tempted to get a
competitive edge by scamming users. And if Facebook/MySpace won't
protect users, then the government will have to step in.

There's an easy way to determine if something is a scam or not. For any
particular offer, ask yourself if anyone would buy the product or
service if the terms were clearly spelled out for them, and they weren't
being bribed with in-game currency. The answer for many of these is a
resounding "no." A few examples are below.

Examples Of Scams:
A typical scam: users are offered in game currency in exchange for
filling out an IQ survey. Four simple questions are asked. The answers
are irrelevant. When the user gets to the last question they are told
their results will be text messaged to them. They are asked to enter in
their mobile phone number, and are texted a pin code to enter on the
quiz. Once they've done that, they've just subscribed to a $9.99/month
subscription. Tatto Media is the company at the very end of the line on
most mobile scams, and they flow it up through Offerpal, SuperRewards
and others to the game developers.

As you can see in the image below, nothing in the offer says that the
user will be billed $10/month forever for a useless service.

Another scam: Video Professor. Users are offered in game currency if
they sign up to receive a free learning CD from Video Professor. The
user is told they pay nothing except a $10 shipping charge. But the fine
print, on a different page from checkout, tells them they are really
getting a whole set of CDs and will be billed $189.95 unless they return
them. Most users never return them because they don't know about the
extra charge. Woot. Again, sites like Offerpal and SuperRewards flow
these offers through to game developers. See here for more on the Video
Professor scam.

Of course, there's no mention of any of these payments in the offer
itself:


An Industry In Denial
Yesterday I attended the Virtual Goods Summit in San Francisco. In the
Q&A session of one panel I asked Offerpal CEO Anu Shukla to explain the
ethics of her business, and outlined my ecosystem of hell argument
above. Shukla went on a tirade, calling my points "shit, doubleshit, and
bullshit" (yes, really), but never really addressed the points. A video
of the exchange is below, care of Alexa Lee.

Offerpal now has a blog post up on the exchange, but they still don't
address the issues. They offer misdirection, denials and a shield of
rules that are never actually enforced.

Sadly, most of the audience of game developers was on Offerpal's side.
Many of these developers see quick dollars with lead gen scams and they
don't really care about how users are affected. 

In one session earlier in the day, IGG Cofounder Kevin Xu recommended
that game developers "get users in the door to play free, then monetize
the hell out of them once they're hooked." Sadly, it's simply human
nature to push the rules until they break. It's time for Facebook and
MySpace to protect their users from this stuff and make sure it stops.

p.s. - An interesting development. Offerpal defended their mobile survey
scams on stage and in the blog post referenced above, saying there was
no scam involved. But today those offers have quietly been pulled down
from all the games I've checked. If there's no scam, why remove them? At
least some good is coming from my ongoing rants.

Update: Two Companies That Said No To Social Media Scams

Update 2: How To Spam Facebook Like A Pro: An Insider's Confession

Update 3: Scamville: Zynga Says 1/3 Of Revenue Comes From Lead Gen And
Other Offers
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