b2c Archives - FastSpring eCommerce Solutions for the Digital Economy Wed, 08 Oct 2025 19:07:26 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 News: Japan Releases ‘Mobile Software Competition Act Guidelines’ Targeting Apple and Google https://fastspring.com/blog/news-japan-releases-mobile-software-competition-act-guidelines-targeting-apple-and-google/ Thu, 07 Aug 2025 21:01:12 +0000 https://fastspring.com/?p=30618 Japan’s Fair Trade Commission has published guidelines requiring companies such as Apple and Google to allow third-party payment systems and app stores.

The post News: Japan Releases ‘Mobile Software Competition Act Guidelines’ Targeting Apple and Google appeared first on FastSpring.

]]>
The Japan Fair Trade Commission (JFTC) has published guidelines that will require companies such as Apple and Google to allow third-party payment systems and third-party app stores within their mobile ecosystems.

According to reporting from 9to5Mac, the Mobile Software Competition Act Guidelines will go into effect on Dec. 18, 2025 and force companies such as Apple and Google to stop favoring their own apps over other third-party competitors. 

The English-language “tentative translation” version of the guidelines, released officially by the JFTC and linked from the same 9to5 Mac article, does not appear to refer to Apple or Google by name, instead referring to applicable entities as “designated providers.”

9to5Mac also points out that the requirements in the guidelines include providers like Apple and Google needing to establish firewalls preventing them from accessing sensitive developer data, and requiring them to submit yearly compliance reports.

FastSpring previously covered earlier developments in Japan’s actions to curb mobile app gatekeeping, per which fines of 20%-30% may be levied on revenues gained from services in breach of the 2024 regulatory law.

About FastSpring

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

The post News: Japan Releases ‘Mobile Software Competition Act Guidelines’ Targeting Apple and Google appeared first on FastSpring.

]]>
News: Apple Denied Request for Stay on April 30 Order to Immediately Allow Steering https://fastspring.com/blog/news-apple-denied-request-for-stay-on-april-30-order-to-immediately-allow-steering/ Thu, 05 Jun 2025 19:05:03 +0000 https://fastspring.com/?p=30435 The 9th U.S. Circuit Court of Appeals rejected Apple's request to stay the April 30 ruling, meaning the ruling will remain in effect.

The post News: Apple Denied Request for Stay on April 30 Order to Immediately Allow Steering appeared first on FastSpring.

]]>
On June 4, the 9th U.S. Circuit Court of Appeals rejected Apple’s request to stay the April 30 ruling by U.S. District Judge Yvonne Gonzalez Rogers, meaning the ruling will remain in effect. 

For now, steering from App Store apps is still allowed in the U.S. 

“We’ve already seen some of our mobile game publishers more than double D2C revenue in the U.S. since simply introducing steering,” says FastSpring Head of Gaming Chip Thurston. “With this decision, games can continue building on this momentum and become even more profitable. This moment is a significant win for mobile game developers and the gaming industry overall.”

This decision only denies Apple’s request for a stay of the ruling. Apple will continue to appeal the decision and seek a more permanent resolution, but that process is expected to take much longer to play out.

According to Reuters, “Apple in a statement said it was ‘disappointed with the decision not to stay the district court’s order, and we’ll continue to argue our case during the appeals process.’” 

Related News

About FastSpring

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

The post News: Apple Denied Request for Stay on April 30 Order to Immediately Allow Steering appeared first on FastSpring.

]]>
Video: D2C X-Ray Vision: What Top Publishers Do to Scale Web Shop Success https://fastspring.com/blog/video-d2c-x-ray-vision-what-top-publishers-do-to-scale-web-shop-success/ Wed, 04 Jun 2025 19:29:14 +0000 https://fastspring.com/?p=30433 Watch video from GDC 2025, where FastSpring hosted a panel of mobile game industry experts that discussed D2C web store monetization.

The post Video: D2C X-Ray Vision: What Top Publishers Do to Scale Web Shop Success appeared first on FastSpring.

]]>
During a very eventful week of gaming conferences, the FastSpring team was on site at Game Developers Conference San Francisco to meet game publishers and devs and find out how FastSpring can help them monetize their mobile games. 

As part of our sponsorship of GDC and the Community Clubhouse Developer Summit, FastSpring CMO David Vogelpohl hosted a panel on web store success, with panelists including FastSpring Head of Gaming Chip Thurston, Keywords Studios Head of VIP Services Jason Dauenhauer, and Nexus Head of Developer Success Travis Neiderhiser.

Note: A major U.S. court ruling was released on April 30, 2025, with a judge declaring that Apple’s anti-steering policies for purchases outside of apps are anticompetitive and were to be discontinued immediately. This panel discussion took place before the April 30 ruling. The situation continues to develop; for more, follow our Industry News posts or sign up for our newsletter using the form on the right side of this page. 

Jump to video.

Check out the video below to learn:

  • Why web store adoption is increasing among game publishers and developers, but has room to increase as more gaming companies realize that avoiding web shops leaves them at a competitive disadvantage. 
  • Why mid-value players should not be neglected as an opportunity for web store revenue growth expansion beyond VIPs or whales. 
  • How building a web store that looks like your game can greatly reduce buying journey friction and make it easier for players to go there and make purchases.
  • And so much more. 

Not sure how to get started with a web shop? FastSpring has partnered with Nexus to make web shops easier than ever. Learn more about Nexus’s game-optimized web shops with FastSpring payments and tax compliance here.

Panel Discussion: D2C X-Ray Vision: What Top Publishers Do to Scale Web Shop Success

Monetize Your Game With FastSpring

FastSpring is how gaming publishers sell in more places around the world. For two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. 

Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg/.

The post Video: D2C X-Ray Vision: What Top Publishers Do to Scale Web Shop Success appeared first on FastSpring.

]]>
Video: Marketing Web Shops: Forbidden Fruit or Ripe Opportunity? https://fastspring.com/blog/video-marketing-web-shops-forbidden-fruit-or-ripe-opportunity/ Fri, 16 May 2025 18:28:36 +0000 https://fastspring.com/?p=30389 FastSpring Head of Gaming Chip Thurston presented at PGC San Francisco about how mobile game publishers can market their D2C web shops.

The post Video: Marketing Web Shops: Forbidden Fruit or Ripe Opportunity? appeared first on FastSpring.

]]>
The FastSpring team was proud to sponsor Pocket Gamer Connects San Francisco during a very eventful week of gaming conferences. Our Head of Gaming Chip Thurston was on site to deliver a presentation that helps clear up a few things about how mobile game publishers can market their D2C web shops.

Note: A major U.S. court ruling was released on April 30, 2025, with a judge declaring that Apple’s anti-steering policies for purchases outside of apps are anticompetitive and were to be discontinued immediately. This presentation was given before the April 30 ruling. The situation continues to develop; for more, follow our Industry News posts or sign up for our newsletter using the form on the right side of this page. 

Jump to video.

Thanks to years of working for major mobile publishers, Chip knows firsthand what it’s like to refine D2C marketing and monetization strategies — and he knows the impact a web store can have on a game if it’s marketed properly. 

Check out the video below to learn:

  • Why discussion around D2C marketing often starts with “the first rule about web shops is that you don’t talk about web shops.” 
  • What is known about what mobile game and app publishers can and can’t do when marketing web stores.
  • Some of the specific nuances of D2C marketing, including how publishers can reach their players, what publishers can say, and where they can land their players. 
  • What specific use cases can teach us, such as driving web portal traffic with free daily claims.

Not sure how to get started with a web shop? FastSpring has recently partnered with Nexus to make web shops easier than ever. Learn more about Nexus’s game-optimized web shops with FastSpring payments and tax compliance here.

The Nuances of Marketing a D2C Web Store

Monetize Your Game With FastSpring

FastSpring is how gaming publishers sell in more places around the world. For two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. 

Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg/.

The post Video: Marketing Web Shops: Forbidden Fruit or Ripe Opportunity? appeared first on FastSpring.

]]>
The Tax Implications of Selling Games D2C via Your Own Web Shop https://fastspring.com/blog/the-tax-implications-of-selling-games-d2c-via-your-own-web-shop/ Fri, 28 Mar 2025 15:30:00 +0000 https://fastspring.com/?p=30223 Learn how selling games D2C via web shops can affect your indirect taxes and what you need to consider as you diversify game monetization.

The post The Tax Implications of Selling Games D2C via Your Own Web Shop appeared first on FastSpring.

]]>
The gaming industry is evolving, and developers aiming for higher gross revenue are increasingly exploring direct-to-consumer (D2C) sales through web shops vs. mobile stores. Selling D2C offers several advantages, including better control over customer relationships, brand experience, and profit potential. 

However, taking advantage of this shift means that you become responsible for everything that comes with selling games in whatever jurisdictions you sell them in — including setting up an online store and displaying products, having a way to accept and process payments, and especially, taxes. 

In this article, we focus on how selling mobile apps and games D2C via web shops can affect your indirect taxes (sales tax and VAT) and what developers need to consider as they start diversifying game monetization.

Whether you want to start big or start small with the D2C model, it’s important for developers and publishers to understand the sales tax and VAT implications of selling D2C via web shops.

Payments Options for Selling Games D2C

When game companies decide to sell D2C, they typically choose between two key service models: using a merchant of record (MOR) model, or by leveraging a payment service provider (PSP). Each model comes with distinct tax responsibilities.

Merchants of Record

A merchant of record is a comprehensive payments and taxes service that becomes the legal entity selling the product. That means the MoR becomes responsible for worrying about the regulatory and sales tax and VAT implications of accepting payments from any of the countries where it sells the product — instead of the software maker or game publisher.

Payment Services Providers

A payment services provider can help businesses sell a product, but it only bridges the gap between the seller and the specialized payments services and networks needed to accept payments, such as payment gateways, payment processors, and a merchant account. 

So a PSP simplifies the process of accepting payments, but that’s usually all it does. A PSP will not worry about international taxes and regulations (some PSPs may have add-on services to help with taxes, but those costs can pile up as the package of services becomes more complex). 

The Tax Implications of Selling D2C With a PSP or MoR

Payment Service Providers and Taxes: Missing Pieces

A PSP facilitates payment processing but leaves most sales tax and VAT related duties to the game publisher.

Here are a few of the tax responsibilities that PSPs won’t take care of:

  • Tax Registration: Registering in U.S. states or international countries where the developer has sales tax and VAT nexus.
  • Tax Calculation and Collection: Ensuring that sales tax and VAT is calculated, collected, and remitted accurately.
  • Liability Management: Bearing full responsibility for sales tax and VAT related issues, including audits.
  • Compliance and Audit Costs: Covering the expenses of in-house or outsourced sales tax and VAT compliance services and audit related fees. 
  • Invoice Disclosures: Providing correct sales tax and VAT disclosures on invoices.
  • E-Invoicing: Issuing e-invoices in countries requiring them.
  • Legal Representation: Appointing legal representatives where required.

Merchants of Records and Taxes: Handled for You

An MoR assumes full responsibility of sales tax and VAT compliance because it’s the entity actually selling the product, allowing developers to focus on what matters: game development.

The many benefits of using an MOR include:

  • The MoR takes care of all the bulleted points above that a PSP won’t.
  • Reduced Legal Exposure: Developers are shielded from direct interactions with tax authorities.
    • For example, when one of our customers faced aggressive sales tax and VAT inquiries, FastSpring’s tax team intervened, providing expert representation and achieving a favorable resolution (read more here). Without the kind of tax support an MoR provides, a regular inquiry could lead to a full audit if these taxes are handled in house.
  • Expert Tax Support: A dedicated tax team ensures developers stay compliant and can resolve disputes with sales tax and VAT authorities effectively.

Why Choose FastSpring as Your MOR? 

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. 

To further invest in our commitment to supporting game developers, FastSpring hired Chip Thurston as our Head of Gaming. Read the press release here. 

FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Choose A Partner You Can Trust With Your Players™ and spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

Ready to get started? Set up a demo or try it out for yourself.

The post The Tax Implications of Selling Games D2C via Your Own Web Shop appeared first on FastSpring.

]]>
News: European Commission Says Google Failing to Comply With DMA due to Search Preferencing and Anti-Steering https://fastspring.com/blog/news-european-commission-says-google-failing-to-comply-with-dma-due-to-search-preferencing-and-anti-steering/ Thu, 27 Mar 2025 16:30:00 +0000 https://fastspring.com/?p=30261 On March 18, the European Commission sent preliminary findings to Alphabet regarding Alphabet’s failure to comply with the DMA.

The post News: European Commission Says Google Failing to Comply With DMA due to Search Preferencing and Anti-Steering appeared first on FastSpring.

]]>
On March 18, the European Commission sent preliminary findings to Alphabet regarding Alphabet’s failure to comply with the Digital Markets Act (DMA). 

(What’s the DMA? Read more and get helpful links in this November 2023 post, Potential Apple App Store Policy Changes Due to EU’s Digital Markets Act (DMA).)

Per the Commission’s press release, the two sets of preliminary findings specifically address Google Search giving preference to Alphabet’s own services, and the Play Store preventing mobile app developers “from freely steering consumers to other channels for better offers.”

The press release goes on to say that “By sending preliminary findings, the Commission informs Alphabet of its preliminary view that the company is in breach of the DMA,” and that as part of the investigation, next steps include Alphabet’s right to defend itself via document examination and written reply, and the possibility of the Commission confirming its preliminary views with a non-compliance decision. 

For more details, background, and quotes from Commission members, view the original press release on the European Commission’s website

About FastSpring

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

The post News: European Commission Says Google Failing to Comply With DMA due to Search Preferencing and Anti-Steering appeared first on FastSpring.

]]>
Video: Proven Insights on D2C Monetization From the Frontlines of Major Mobile Publishers https://fastspring.com/blog/video-proven-insights-on-d2c-monetization-from-the-frontlines-of-major-mobile-publishers/ Tue, 11 Mar 2025 20:33:37 +0000 https://fastspring.com/?p=30205 At PGC London, FastSpring Head of Gaming Chip Thurston shared D2C monetization tips he learned firsthand working for major mobile publishers.

The post Video: Proven Insights on D2C Monetization From the Frontlines of Major Mobile Publishers appeared first on FastSpring.

]]>
FastSpring was recently a sponsor at Pocket Gamer Connects London, a premier event in the global gaming industry, and FastSpring Head of Gaming Chip Thurston represented FastSpring at an awesome session about D2C monetization.

Get more details and watch the video below. 

FastSpring is how gaming publishers sell in more places around the world, and for nearly two decades, we’ve been a payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. To learn more about how FastSpring supports game developers, visit fastspring.gg.

Session: Proven Insights on D2C Monetization From the Frontlines of Major Mobile Publishers

Chip presented on some of the nuances of direct-to-consumer (D2C) monetization for mobile games, including:

  • Some perception vs. reality dissonance that comes up commonly when Chip talks with mobile games publishers. 
  • Normalizing D2C mobile game monetization in a changing industry.
  • The table stakes for building a web shop to monetize your mobile game. 
  • Five proven insights that Chip has learned along the way as he himself refined D2C marketing and monetization strategies at major mobile publishers.

Watch the Video

About FastSpring

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

The post Video: Proven Insights on D2C Monetization From the Frontlines of Major Mobile Publishers appeared first on FastSpring.

]]>
EP27: Can Mobile Games Really Achieve >50% of Revenue From D2C? https://fastspring.com/blog/can-mobile-games-really-achieve-more-than-50-percent-of-revenue-from-d2c/ Thu, 09 Jan 2025 15:00:00 +0000 https://fastspring.com/?p=30124 Justin Sacks of Nexus explains strategies that AAA and AA mobile game publishers use to get more than 50% of their revenue from D2C sales.

The post EP27: Can Mobile Games Really Achieve >50% of Revenue From D2C? appeared first on FastSpring.

]]>
With changes to legislation in the EU and lawsuits in the U.S., the future of monetizing your game direct to consumer looks brighter than ever. That said, you might be wondering what strategies work within the confines of today’s rules and if it’s even possible to earn 50% or more of your game’s revenue through D2C.

In this episode of Growth Stage, we interview gaming D2C and creator marketing expert Justin Sacks of Nexus about his thoughts on:

  • What winning strategies AAA and AA publishers use for D2C in mobile.
  • Why these strategies actually can result in >50% revenue coming from D2C.
  • How you can pursue these strategies to drive more profitability for your games, while developing a more meaningful relationship with your players.

If you’re wondering how to exponentially grow your profits and deliver a better experience for your players, listen to or watch this episode of Growth Stage now!

Jump to video.  |  Jump to transcript.

Podcast Full Interview: Audio

Listen on Apple Podcasts
Listen on Spotify

Listen online or find it on more podcast services.

Podcast Full Interview: Video

Transcript

David Vogelpohl (FastSpring) (00:04)

Hello everyone and welcome to Growth Stage by FastSpring where we discuss how digital product companies grow revenue, build meaningful products and increase the value of their businesses. I’m your host, David Vogelpohl. I support the digital product community as part of my role at FastSpring and I love to bring the best of the community to you here on the Growth Stage podcast. In today’s episode, I’m really excited to see you talking about, can mobile games really achieve over 50 % of their revenue coming from their website or direct to consumer. We’ve seen these claims out in the wild and I’m just curious, is it possible to really monetize that much outside of app stores? And joining us for that conversation is someone that knows a little bit about that as part of their work through Nexus, founded Nexus.gg. I’d like to welcome to Growth Stage, Justin Sacks, the CEO of Nexus. Justin, welcome to Growth Stage.

Justin Sacks (00:59)

Thank you. Thank you for having me, David. Excited to chat.

David Vogelpohl (FastSpring) (01:02)

Yeah, so excited to have you here and I know the audience isn’t aware of this, but Justin is one of those people who told me that yes, mobile game companies really can achieve over half of their revenue coming outside of app stores. So I’m really excited to get your perspective on that today, Justin. and so what Justin will be sharing in general though, are his views and thoughts about what winning strategies publishers use when they’re going direct to consumer and mobile, why these strategies can actually result in over 50 % of revenue coming from direct-to-consumer, how you can pursue these strategies, and of course, Nexus is a supported creator platform, so it’ll be giving us a view of how you can leverage creators in your direct-to-consumer strategy as well. So, meaty topics here today, Justin, but really excited to dig in. I’m going to ask you a question, Justin. Justin, I’ve asked many guests here on Growth Stage.

Tell me about the first game or in-game item you bought with your own money.

What was the first thing you bought?

Justin Sacks (02:08)

Taking me back, I think I got a summer job in high school so that I could pay for my own WoW subscription. Back in the day, games, well, at least large online multiplayer games, required a subscription rather than just a one-time fee. And so I needed consistent money coming in to make sure I could pay for that. I think that was the first one.

David Vogelpohl (FastSpring) (02:31)

How much was a Warcraft subscription back then?

Justin Sacks (02:34)

So was $15 a month if you bought it monthly, and then it went down to like effectively $12 a month if you bought annually. of course, I always just paid monthly and overspent because I was like, maybe I’ll not be playing next month. But fast forward 20 years later and I’m still playing the same game.

David Vogelpohl (FastSpring) (02:51)

It said, did you say a part time job or a summer job? Like I’m trying summer jobs. You just saved up a bunch of $15 to like pay for the year ahead basically.

Justin Sacks (02:54)

Summer jobs, summer job of the time.

Yeah, I worked at a snack bar on the beach in San Diego and it’s an amazing job in and of itself and it paid for food and video games for the school year.

David Vogelpohl (FastSpring) (03:10)

That’s super cool. I was going to say a snack bar in the beach in San Diego doesn’t sound like a terrible job to have. all right.

Justin Sacks (03:15)

No, it was pretty great. They didn’t have to pay me, but it was great that they did.

David Vogelpohl (FastSpring) (03:19)

Excellent. And of course it supported your your work craft, your journey there. How many years you recall did you pay for the subscription?

Justin Sacks (03:28)

I mean, it’s the game is just celebrated last month. It’s 20th anniversary. And I think I only skipped like maybe six or seven years. So, you know, 13 times 12, so 150 months of wow subscription or something like that.

David Vogelpohl (FastSpring) (03:42)

Wow, that’s super cool. it’s so interesting because when Warcraft and the subscription model were really taking off, a lot of people thought that that was the future of gaming and how games would make the most amount of revenue possible. And then, of course, we saw the evolution of live services as well that just kind of turned out a little bit on its head in that way. I think that’s an interesting transition point, kind of talking about the topic at hand.

But before we jump into that, could you tell me and the audience a little bit about Nexus and what you do there?

Justin Sacks (04:17)

Sure, yeah. So again, I’m Justin Sacks. I’m CEO here at Nexus. We call ourselves a creator program in a box. And so really what that means is if you’ve ever seen, know, Fortnite, for example, has a support of creator codes or super cell’s games like Clash Royale. And if you see your favorite YouTuber streamers say, hey, use code Ninja, if their name is Ninja, for example. What that means is inside of the game, you as the player can attach your account to your favorite content creator.

of in-game stuff or on the webshop, your purchase supports that content creator. And so what Nexus does is we make it really easy and turnkey for any live service game publisher to build and manage their own creator program.

David Vogelpohl (FastSpring) (05:03)

And we’re talking about direct to consumer today, which of course is largely monetized off of websites and web shops and things like that. But Nexus is a support a creator program or create a program in a box. You’re these creator codes work on different platforms, right? Like creators are using these codes. Your players are using these codes on Xbox and PC games, all kinds of games, right? You’re not restrained to one platform or just the D to C side of the universe. Correct?

Justin Sacks (05:29)

Yeah, we are platform agnostic and so we have partners that are PC games or console games, like you said, mobile titles are a big chunk of what we do. We have VR games and web, so creative programs can work whichever is the distribution platform that the player is playing on.

David Vogelpohl (FastSpring) (05:45)

Excellent. I’m sure there’s those watching and listening who are thinking about their creator strategy as well. And I think the intersection of that with direct to consumer is going to be some interesting topics for us to cover here today. So you mentioned you’re the CEO next and you’re also the founder, right? Like you, you’ve you’ve found it and you’re still CEO basically. So help me understand some of the publishers that you’ve worked with over the years just to help people get a flavor of like some of the

Justin Sacks (06:05)

That’s right, yeah.

David Vogelpohl (FastSpring) (06:14)

brands that you’ve supported in their journey.

Justin Sacks (06:17)

Sure. So some of the bigger names would be ones like Capcom, has games like Street Fighter and Monster Hunter and Resident Evil. We work with awesome publishers like Hi-Rez, which makes, I think, biggest third perspective MOBA and certainly the biggest on console called Smite. We work with big, wonderful mobile developers like Ninja Kiwi that make games like Bloons Tower Defense, folks like BoomBit, Hutch, and a bunch of other great developers and publishers.

David Vogelpohl (FastSpring) (06:45)

Okay, so it sounds like you’ve had the opportunity to get exposure to different game types that are monetizing in different ways on different platforms. You have kind of a broad view of that. Is that fair to say?

Justin Sacks (06:58)

Totally. Yeah, we work with dozens of different genres amongst them. I think the thing that does tend to tie them together is the games end up being more on the core side rather than the casual side. So these are games that players can commit to for long periods of time that they stay highly engaged with that have deeper monetization. Those are more of the type, the characteristics of the games that we work with, but from a genre perspective, totally across the board.

David Vogelpohl (FastSpring) (07:28)

Is that a result of you focusing on creators or creators less likely to work with casual games and the content they create?

Justin Sacks (07:39)

That is right. Yeah. That’s the major reason. The other piece is that the core of what Nexus is, is revenue share. So how do you incentivize a creator to drive the sort of actions you’re looking for? And it’s hard to do revenue share with an advertising based model. it’s possible, but harder. And it makes more sense when there’s a really direct incentive and a direct call to action for a creator to tell their audience, go and purchase this thing, the new battle pass, the new content, whatever it is.

David Vogelpohl (FastSpring) (08:06)

And casual games are more likely to use advertising as the baseline of their revenue. OK, it makes sense. All right, so let’s kind of shift back to direct-to-consumer for a minute here. I mean, there’s all kinds of different reasons I think people think about going to direct-to-consumer. But what do you think about it? Like, why should publishers bother testing or trying or offering a direct-to-consumer offering on their site or their web shop or web store?

Justin Sacks (08:10)

That’s

So there’s two  reasons. the alternative of direct-to-consumer is just through the distribution platform. So through, for example, the App Store on mobile or through Xbox or whatever it might be. And really the two big reasons, one is margin. So for example, on Apple, if someone buys some in-game purchase for your game, 30 % of that revenue immediately goes to Apple.

And so, but on a web shop, that’s totally different. Basically the only fees that you’re going to be paying are payment processing, merchant record, and then maybe some sort of like website management. And so your fees are going to be closer to like single digits rather than 30%.

The second large reason is just to have a direct relationship with a player. So when your player is on a platform like steam or apple or the switch or whatever it might be, you don’t have a direct relationship, which means you can’t actually reach out to that player outside of the game itself. So if you wanted to send them an email about some cool thing, if you wanted to tell them about your social profiles, any sort of thing, there’s, there’s no real way for you to have that relationship.

But if you have a direct-to-consumer option, if you have that web shop, then you can build that direct relationship with your, often your most engaged players. And so you can keep communicating with them about content in the game or stuff for them to engage with and buy or whatever it might be.

David Vogelpohl (FastSpring) (10:00)

Okay. So these two make a lot of sense. Matter of fact, it was Tim Sweeney. I think he recently said that with a 30 % cut app, you know, the app stores or whatever would make more money on their games than Epic would. And that was a key reason why they felt that that was kind of in that sense unfair, that that was maybe one of their only options. And so like profit is a big draw. And you kind of mentioned that if I’m going direct to consumer, I’m maybe paying closer to single digits.

And that’s a big difference with 30%. So like money makes sense. the direct relationship with the player, think people often like skip over this. They’re like, yeah, but what about the money? Right. but it’s such an interesting point where, you know, game publishers specifically in the world of digital products and like the software you could create and things like that, like you, a lot of publishers don’t have that direct relationship, the entire relationship. It’s your marketplace or a distributor.

And that seems pretty unique in gaming, but it’s also like this challenge to build a business around an environment where you don’t actually have a relationship with your player. Do you think that that’s like an undersold value of direct to consumer? Do you think people over index on the money side of things?

Justin Sacks (11:14)

Yeah, absolutely. It’s it’s it is a little squishier. It’s hard to tie, you know, direct ROI to building that relationship, but it is very real ROI. Just simply like if you just think about often for games that are going to perform the best in a web shops are going to be more, whale heavy, meaning like there’s a smaller minority of players who are a larger majority of the revenue and building a direct relationship with those folks means that you can retain those players for longer periods of time. You can offer unique offers to them, which is not an easy thing to do inside of a game. So like you can tell a player, Hey, this thing that you most care about, I’m going to give you a special offer so that you can engage with it and get the experience that you want. And so by building that direct relationship.

It does have a very real tie back to profitability and ROI. It’s just not as obvious of a line as the difference between 30 % and like 8%. But it is very real and can be as or more impactful than the margin impact.

David Vogelpohl (FastSpring) (12:14)

Yeah, and it’s interesting to hear you talk about VIPs, and I’m sure that’s going to play a role later when we talk about strategies around D2C. On this question of why, though, like one thing I never hear game publishers talk about is player acquisition. And when you talk to mobile app developers about direct-to-consumer, they will often reference their web shops and kind of web purchase options as like actually a user acquisition strategy because of some of the enhanced analytics that they get pointing those ads to their website instead of to the download page within the app stores. Do you feel like game publishers also get a player acquisition advantage by offering a webshop option or a direct-to-consumer option? Or is this kind of like untested waters maybe, or you’re just not aware, just curious. Do you think that acquisition is also a benefit of offering direct-to-consumer for game publishers?

Justin Sacks (13:10)

It is certainly underexplored. mean, I think, especially in the mobile world, mobile in the mobile gaming world, player acquisition is like one of the most database and studied and science and like, there’s no art, all science to it that I think people kind of close their eyes to other opportunities around acquisition, which might be pointing them instead of directly into the game to install, it might be to your web shop, or it might be reaching those potential players in other ways. And so it’s certainly under explored. And I think it’s a place that we’re going to see further explored. I think it’s kind of natural when there’s so many benefits of having a web shop, both on the margin side and the direct relationship and in other places, that they’re going to be like, OK, not only do we want to bring our players from in-game to our web shop, we might want to start the top of our funnel with our actual web shop itself so that we can communicate directly to those players in ways that’s really hard to do inside of an App Store.

David Vogelpohl (FastSpring) (14:10)

Okay. Yeah, that makes a lot of sense. I haven’t heard a lot of talk around the acquisition. that whole idea of underexplored, makes a lot of sense, but it does seem like there’s a significant amount of opportunity perhaps there. so one of the things that when we talk about, you know, actually achieving 50 % or more of your revenue coming from a direct to consumer offering. So one thing that I think surprises people, even in the game industry, is that you actually can offer a direct to consumer offer where you make purchases on your website and enable those entitlements or in-game entitlements inside your mobile game. But what are the rules? And I know they’re kind of fluid and different based on geography, but like, what can I do today with a mobile game in terms of permitting direct to consumer where I’m not going to get in trouble with the mobile app stores and they’re not going to charge me really any fees. Like, what can I do without fees for permitting mobile DPC?

Justin Sacks (15:09)

Yeah. So it is rapidly changing all the time. and even right now it’s a little bit different in Europe than it is in, in the, in the U S for example, but broadly you are totally allowed, to monetize a player outside of the web shop. So meaning a player or sorry, outside of the app store. So if a player goes to your web shop and makes a purchase and they get an in-game item, you’re allowed to give them that in-game item and then not

have any of the fees of what the App Store might charge you. But there are restrictions around

how that player can visit the web shop, specifically its steering rules, which basically just means that you as the app developer cannot directly tell a player, hey, go here and make a purchase. You get a better deal. If you do that, then the app store will be able to claim some sort of fees. Now, how they go through that process of calling that back, don’t even, it seems esoteric and wild, but,

David Vogelpohl (FastSpring) (16:06)

Thank you.

Justin Sacks (16:08)

Basically, as long

as you don’t directly tell the player in-game, go here and make a purchase, but instead you tell them in some other way, you’re able to sell that in-game item outside of the game itself.

And so a lot of the, the challenge is, okay, well, how do you actually get the player to start visiting the web shop? Because you’re right. Like it is very possible, at least in the gaming world to have more than 50 % of your revenue come from the web shop. I was just talking to, one of our partners a week and a half ago about their web shop and they were, they were really sad. They, they feel it’s like, it’s really, you know, not performed to their expectations and they haven’t gotten all the resources internally that they want. And I was like, well, how is it performing? And they’re like, it’s only like 23% of our revenue. And I was like, okay, well, that’s still somewhat significant for something that has almost no resources given to it and little attention and there’s a lot of opportunity for growth. so the amount of what is possible on the webshop is very real. As long as you observe the one challenge of how do you actually get the players to start visiting there?

David Vogelpohl (FastSpring) (17:11)

Yeah, because you can’t steer from inside the game. You can’t embed payments, which would even be better, right? Then linking off to a website. and so you’re restricted. And so it seems like the publishers that have direct relationships with their players and bigger brands are the most successful at this. Is that a fair statement? Like, am I in a better spot if I have like this vibrant community around my games that I can talk to directly?

It seems like an audience.

Justin Sacks (17:40)

Certainly.

I don’t know, it isn’t necessarily always the largest games that have that, but it is somewhat the older games. Because older games tend to have already built an audience outside of the game itself. The most common places for this are social channels. So your Twitter or Facebook or whatever it might be.

David Vogelpohl (FastSpring) (17:59)

chord.

Justin Sacks (18:00)

Other places that have done really well is when you build communities and you have a blog or you have leaderboards that people check or there’s some sort of outside of the game resource that the players go to. What Nexus, what we focus on is we think one of the most obvious places to be able to drive a player from in-game to a webshop is through a content creator. So if you as the developer, you’re not allowed to tell the player directly, hey, inside the game, you cannot say, go visit this webshop and make a purchase here and get a better deal.

But a YouTuber certainly can, they can literally say, Hey, if you’re going to go buy the new battle pass, make sure you do it on the web shop. You get 10 % more gems and go ahead and use my creator code when you do so. And it supports me as the creator. So there’s sort of the aligned incentives between the publisher and the content creator. So we’ve found a lot of success of incentivizing the publishers to get excited about creative programs because they can incentivize the creator to tell their audience to tell the most engaged players. Go purchase through the web shop and then begin that direct relationship.

And so using some of those methods like social channels or leaderboards or blogs or, or, you know, creator programs are some of what we’ve seen game developers and publishers do in order to get around to the steering roles and still get their players to be able to visit the web shop and participate in the better opportunity for the player. But then also start building that direct relationship with them so that they can keep that player for longer and offer them better deals and cooler stuff.

David Vogelpohl (FastSpring) (19:28)

So it sounds like publishers need to be able to communicate directly with players, of course, outside the game itself. Having your website be a destination for your players, whether it be leaderboards or online communities or even beyond your website in terms of like your social media presence, is a way to establish that direct communication with them so then you can let them know about special offers on your web shop or any other message you might want to put forth.

And it sounds like creators of course have their own platform and so even if your players aren’t like, you know going to your website every day, which a lot of players might never do they’re probably going to YouTube every day or Twitch or other kind of content distribution mediums. And so it presents this really unique opportunity for communicating with them. It sounds like you’re kind of naturally doing this if you have creators but through

By promoting direct to consumer, can leverage those relationships basically for higher profit relationships. Does that sound about right?

Justin Sacks (20:29)

That’s totally right. Yeah. It’s basically if your game has content creators, so people on YouTube or Twitch or even, you know, you have in-game clients or communities with like one-off discord servers that are ran by a community leader. Now there’s a way, like if you have a creator program, you can incentivize those, those folks with audiences, not just to talk about the new content in the game, but specifically to tell their audience, Hey, you can go buy the new content over on the web shop.

David Vogelpohl (FastSpring) (20:55)

Yeah, and creators, of course, are creating content where people have fun watching it, some sort of challenge, but also like tips and tricks, right? And so if I’m able to get more gems and get more items and enjoy the game in a different way with more value, that seems like a unique value proposition that fits really well in with the creator universe.

Justin Sacks (21:16)

Yeah, that’s why, again, we, tend to focus more on core games rather than casual and in a similar fashion games that do have, you know, the really, really valuable VIPs, the VVIPs, they tend to do even better with creator programs. Cause all of those people are going to be watching some creator to learn what’s all the new information, new content in the game. What’s the best way to go in and get all of the new stuff. Usually they’re going to find that information by following their favorite creator.

on whatever platform they watch them on.

David Vogelpohl (FastSpring) (21:49)

read an interesting stat not long ago with something like VIPs are like 2 % of your players and represent somewhere like 70 % of your revenue, guess, depending on the study and the company and things like that. you know, those types of stats are generally true. Should publishers really be focusing on targeting VIPs when they think about D2C conversion? You mentioned how craters are a great avenue to communicate with VIPs.

that you might not already have that direct relationship to, but like is focusing on VIPs a critical part of this strategy?

Justin Sacks (22:23)

I mean, absolutely. think the more that your product has a meaningful subset of VIPs where there’s some minority of

Participants are players that are the majority of the revenue. The more you should be thinking about your webshop strategy. One, it’s actually easier. There’s less people you have to move over to the webshop and be familiar with it. And two, there’s more opportunity for you because that more like white glove experience that you can offer to those VIPs is more likely that those individual people are going to retain longer and frankly monetize higher. Because one of the blockers of why they’re not monetizing higher is they don’t have unique offers that are shared with them.

They don’t have things that they particularly care about that they can go ahead and buy. And sometimes there’s just limitations within the app store itself. In the app store, I don’t think you can sell something for more than $1,000 SKU. But there’s no limitations like that on a web shop, for example. Or if you want to make really custom bundles, that’s really hard thing to do inside of the app itself. But it’s totally possible to do on a web shop. And so if you’re the sort of app that has

VIPs as a cohort that you really care about. A webshop and a D2C strategy should be even more important than others, even though it should be important kind of regardless of your makeup of your player base.

David Vogelpohl (FastSpring) (23:48)

This also kind of lines up with a live service game because if it’s a premium game or a game that monetizes through subscriptions like your WoW subscription, kind of every player is almost worth the same amount of money, right? Versus where I’ve releasing lots of items all the time actually can even have a VIP where in a premium game, every player is worth the 20 bucks or whatever you charge for your game.

Justin Sacks (24:02)

That’s right.

That’s 100 % right. Yeah, the games started as well actually like the shareware, but, really they started as premium where

Everyone would pay $60 and you get one game and you’d go through that experience. then maybe three years later, there would be a sequel. And then they moved to this subscription base. and then finally now they’re free. And so the majority of players actually paid nothing, but some minority of them pay something and some minority of that minority pay the most. so for those really engaged players that care deeply about the game, that want to buy all the new stuff that comes into it every month or two months. Those are the players to focus the most on. And those are the players to make sure.

that you build that direct relationship with, and the best way to do that is by having a web shop.

David Vogelpohl (FastSpring) (24:57)

Yeah. And so if I’m shooting, you know, kind of the title of this episode, I can, really do over 50%. But if I can convert that 2 % of VIPs, then I have a really good shot, maybe even guaranteed to hit over 50 % of my revenue. If I can get effectively all of my VIPs in this hypothetical scenario. Okay.

Justin Sacks (25:14)

It’s right.

And not only are you saving, you know, 30 % of your margin, but you’re actually increasing the monetization because you build that direct relationship there, the player will stay longer within your game and they’re going to be able to buy more stuff because you can offer them unique experiences.

David Vogelpohl (FastSpring) (25:29)

Yeah, because they’re a good player is probably bouncing between platforms depending on the game, I guess. But that’s a really interesting perspective. with creator programs, what do you think the mistakes publishers are often making? And it can be like in the direct to consumer universe or otherwise, but like there are publishers out there that haven’t really fully taken advantage of their creators, may not even have a program at all.

What makes you cringe when you get a new client at Nexus? Like, what should people be avoiding that they’re doing now that’s bad?

Justin Sacks (26:07)

So I — two thoughts. One is the goals. As simple, mean, especially, like we talked about how acquisition is everything for mobile game developers. They think creator programs are simply an acquisition tool. But instead, creator programs are a growth tool. In fact, creators might not be the best system that you have for getting new players into the game, but they will be the best system for keeping players in the game, for reactivating lapsed players, or converting free players into monetized players.

So much of the initial thought is that it’s only focused on acquisition. The second, and this is just a very specific tactic thing is when people do really large influencer marketing spend that you can never tie back to performance. There’s no way to see direct attribution from, you know, a broad influencer marketing spend. Think of it like a billboard.

The goal a lot of the times and what agencies will convince the publisher that they should care about is like reaching some top spot. For example, on Twitch of like, we’re the seventh most, most watched game for this one minute period. like that doesn’t actually matter. If you think of how players discover games through Twitch, for example, it’s not like they’re on the browse front page of what are the most popular games. They’re like, that game reached number seven for a one minute period. Now I’m going to check it out.

No, in fact, what happened is you paid $20,000 an hour for one streamer to play your game. And so for one specific period of time, all of their viewers were watching your game. so it reached the top of the category, but like, basically this is just, I have a pet peeve of like, everyone is so proud of. were the seventh most watched game for this period. It’s like,

You, you really need to care about, did those players that were watching that one giant streamer who played your game for a single hour and never played it again. Did they ever actually start playing your game? And it’s really hard to do that with traditional influence marketing. and so like when agencies try to convince publishers, we’re going to get you on the top 10 watched games, you know, for this day, like that is a sure sign that they are trying to convince you to spend money in the wrong places.

David Vogelpohl (FastSpring) (28:16)

The word, we use the word “creator” and we’ve used the word “influencer” here and you kind of talked about like influencer marketing, like I’m going to spend money just to get exposure to an audience. do you think of those words differently in that way, or was that just convenience from how the conversation flowed or what’s the difference?

Justin Sacks (28:34)

So it’s two things.

It’s two things. One, creators do not like being called influencers. And so I try not to keep that in my own personal lexicon. But also the concept of influencer marketing, think is very, is like,

David Vogelpohl (FastSpring) (28:42)

Yeah.

Justin Sacks (28:49)

fundamentally different from a creator program. Influencer marketing is a one-off thing. It’s a marketing budget. You really can’t tie it back to any sort of performance or attribution versus a creator program is an evergreen experience that is fundamentally performance-based. For example, all of Nexus’s programs, we don’t make any money as a platform and the creator doesn’t make a single dollar until they’ve actually driven value. It’s a hundred percent performance-based. The creator only gets paid after they’ve driven a sale through their creator code. And I think that’s very different from almost the disincentive of saying to someone, here’s $10,000, play my game for 30 minutes. And then that influencer might be like, well, I’m not going to play again until you offer me another $10,000 versus the sort of lagging payment of the creator only getting paid if they’ve already driven value for you in a way that is 100 % attribution based.

David Vogelpohl (FastSpring) (29:46)

Makes sense. Yeah. So kind of the mistake would be like only paying attention to like this awareness strategy with creators or influencers, if you will. I’m a direct response marketer by heart. You’re preaching to the choir on that one. But yeah, so that makes a lot of sense now.

Justin Sacks (29:46)

But I’m very biased, clearly, those are my feelings on it.

That’s right.

Yeah. Perfect.

David Vogelpohl (FastSpring) (30:10)

You know, it was also interesting to hear you talk about like how a lot of publishers will think of a creator program was like, I’m going to acquire players. It’s an acquisition strategy. And you kind of mentioned on the influencer side, like I might pay someone 10,000 bucks to pay my game for an hour and get exposure to, whoever it is, his audience by playing this new game. and I think it was very appropriate to say, well, wait a minute now, cause influencers can influence your VIPs, your free players who haven’t converted into paid yet and so on and so forth.

And so help me understand though, cause like people still think of it as an acquisition player, right? Everybody wants, you know, mr. Beast to play his, your game on his channel or something. like, how do you mid and small publishers, do they even have a chance with creator marketing? how does that play into like acquisition versus like growth? And how do you think about all that? Do you mid and small publishers? Do they even have a place at the table with creator marketing?

Justin Sacks (31:06)

Yeah, so I actually think it’s pretty similar to thinking about building your DTC focus and building your web shop. That shouldn’t be the thing that you do before you launch the game. Similarly, you shouldn’t be building a creator program and creator strategy before you launch the game. You might want to work with creators around launch and beta and things like that. And those can be, you know, tests and experiments and like slowly building up the community.

But these sort of evergreen activities are things you’re gonna want when you have an audience, when you have players who have tried and played the game and are interested in the game.

And as to small and mid-sized publishers, it’s not really about the size of the publisher. It’s more about, you already have an organic community that is making content or that has an audience focused on your game? And if so, you’re going to find a lot of value in a creator program. You know, we have, we have creators who have less than a thousand subscribers whose videos get a few hundred views a video, but we can see that they’re driving tens of thousands of dollars in sales each month, just through their creator code.

And so the size of the creator is the fit for the size of the game, but they kill, they still can be incredibly valuable. And that game has a really important VIP segment and their VIPs are, you know, the vast majority of their revenue and all of those VIPs consume content from what creators and communities there are out there. And so being able to tap into though, into those and retain them and, and, and excited and engage them is really important. And it is very possible for small and midsize publishers.

I think the challenge for those is building it yourself is if you’re a small or you’re a midsize developer, you’re probably not going to be able to build a first party web shop. You’re not going to be able to be your own merchant record. You’re not going to be able to establish a creator program where you pay out dozens or hundreds of individual creators, different amounts of money every month and do taxes at the end of the year. And so you’re going to have to like work with one of the third parties out there. frankly, it’s something I’d recommend even if you are, you know, a large AAA publisher because

Often these activities are, have nothing to do with making a better game. And so like, it’s going to be totally different development and engineering and road mapping in order to do so. But the opportunity is there. it’s just the resources for doing so you’re going to have to find a third party, you know, that isn’t going to charge you upfront fees to do it, but rather be a partner of growing with you as your DTC focus grows and as your creative program grows.

David Vogelpohl (FastSpring) (33:36)

So offloading and outsourcing, of course, it sounds like is a good path to be able to go to market and take advantage of that opportunity. And then I thought it was interesting, the example you gave of the creator who was focused on that particular game and that particular community of players and how they had very little views, but because of the value they were driving and the fact you have a direct attribution based model, that creator can make a bunch of money off of it, even without a lot of views. It sounds like.

You know, that’s a great model to think about for small and mid-sized publishers who are like, yeah, don’t have, you know, Fortnite isn’t my game. I don’t have that audience. but having some baseline of an audience of players who you can basically grow with them. thought that was another great point as well, but obviously you don’t have to have, you know, 10 million views on a video to make a lot of money from it. so that was really helpful.

Awesome. Well, Justin, this was super interesting. Really appreciate you walking me through it. So it sounds like it is possible. And of course, I guess we see it out in the market. We’re, we’re publishers are absolutely achieving over 50 % of their revenue direct to consumer. I think you’ve helped answer that question for folks. And I think, some of the strategies you walked through gave some good insights, especially around the creator of marketing side of the fence, but this was awesome. Justin, thank you so much for sharing all this today.

Justin Sacks (34:59)

Thank you. I appreciate being here.

David Vogelpohl (FastSpring) (35:01)

Excellent. Well, if you’d like to check out what Justin is up to, you can look him up on LinkedIn or visit nexus.gg. Thanks everyone for listening and watching and joining us here on the Growth Stage podcast. Again, I’m your host, David Vogelpohl. I support the digital product community through my role at FastSpring, and I love to bring the best of the community to you here on Growth Stage. Thanks everyone.

The post EP27: Can Mobile Games Really Achieve >50% of Revenue From D2C? appeared first on FastSpring.

]]>
Press Release: FastSpring Hires Head of Gaming to Help Game Publishers Embrace a D2C Future  https://fastspring.com/blog/press-release-fastspring-hires-head-of-gaming-to-help-game-publishers-embrace-a-d2c-future/ Mon, 04 Nov 2024 16:30:00 +0000 https://fastspring.com/?p=30059 As the D2C landscape continues evolving, Thurston will help enable mobile publishers to seize this unique opportunity for mobile games.

The post Press Release: FastSpring Hires Head of Gaming to Help Game Publishers Embrace a D2C Future  appeared first on FastSpring.

]]>
SANTA BARBARA, Calif. — FastSpring, a leading global payments platform for over 3,500 growth-stage companies including top video game publishers, has hired Chip Thurston as Head of Gaming. Thurston formerly served as Director of Product at Scopely and Monetization Lead at SciPlay.

As the mobile direct-to-consumer (D2C) landscape continues to evolve through lawsuits and regulation changes happening around the world, Thurston will lead efforts to help enable mobile publishers through education, strategy, and technology to take advantage of this very unique opportunity in the history of mobile games. He will work with publishers on D2C monetization strategies that include the development of go-to-market tactics for promoting shops outside of mobile games, pairing web shop marketing with existing live service campaigns, and gracefully coupling in-game experiences with web shop experiences.

Thurston states that  “Now is the perfect time for D2C growth in the gaming industry, and I couldn’t be more excited to join FastSpring to lead the company’s efforts to help publishers embrace a D2C future. I’ve been honored to work for amazing companies like Scopely and SciPlay, and I’m looking forward to supporting the rest of the community in their quests to establish more direct relationships with players while strengthening their own financial success with D2C.”

Thurston led monetization and marketing for Monopoly Slots at SciPlay before moving to Scopely as a senior product leader for the wildly popular mobile titles WWE Champions and Yahtzee with Buddies. His expertise in modern mobile live service games and delivering excellent player experiences comes from balancing live service monetization, in-game experiences, D2C strategies, and go-to-market execution.

With his experience at top mobile publishers and a deep background in D2C marketing and merchandising, Thurston joins FastSpring to continue helping the mobile games publishing community to embrace a more open future. 

About FastSpring

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

Click here to read the post on PR Newswire.

The post Press Release: FastSpring Hires Head of Gaming to Help Game Publishers Embrace a D2C Future  appeared first on FastSpring.

]]>
Videos: D2C Web Shops for Mobile Games at Pocket Gamer Connects Helsinki https://fastspring.com/blog/videos-d2c-web-shops-for-mobile-games-at-pocket-gamer-connects-helsinki/ Wed, 30 Oct 2024 20:42:37 +0000 https://fastspring.com/?p=30049 As part of FastSpring's leading sponsorship of Pocket Gamer Connects Helsinki 2024, our CMO David Vogelpohl represented FastSpring in two sessions on D2C web shops for mobile games.

The post Videos: D2C Web Shops for Mobile Games at Pocket Gamer Connects Helsinki appeared first on FastSpring.

]]>
FastSpring was recently the leading sponsor at Pocket Gamer Connects Helsinki, one of the premier events in the global gaming industry!

As part of our participation in the packed two-day event, CMO David Vogelpohl represented FastSpring in two informative and collaborative sessions:

Get more details and watch videos of the sessions below.

FastSpring is how gaming publishers sell in more places around the world, and for nearly two decades, we’ve been a payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. To learn more about how FastSpring supports game developers, visit fastspring.gg.

Keynote Presentation: How to Actually Succeed With D2C Web Shops for Mobile Games

David and Justin Sacks co-presented the keynote Superstar Session on direct to consumer (D2C) web shops for mobile games, with a focus on three things that publishers need to be successful with D2C:

  • Global payments and compliance.
  • A player-experience optimized web shop.
  • The ability to market outside your game.

Watch the Video

Panel Discussion: Is Using a Web Shop or Third-Party Payment Solution Worth It?

For the panel on third party payment solutions and web shops, David was joined by CTO and Head of Beacon at Rovio, David Mason, and other payments industry leading experts with discussion moderated by Director at Raptor PR, Thomas Huxter.

Panelists answer questions regarding:

  • Which companies D2C and web shops are most helpful to.
  • The benefits of directly owning your relationship with your players.
  • Strategies for maximizing the value of directing players to a commerce page, and how to navigate the guidelines around doing so.
  • And more.

About FastSpring

FastSpring is how gaming publishers sell in more places around the world. For nearly two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

The post Videos: D2C Web Shops for Mobile Games at Pocket Gamer Connects Helsinki appeared first on FastSpring.

]]>
Easy Cross Border Transactions With FastSpring as Your MoR https://fastspring.com/blog/easy-cross-border-transactions-with-fastspring-as-your-mor/ Wed, 16 Oct 2024 16:00:00 +0000 https://fastspring.com/?p=29999 Cross border transactions are key to taking your digital business global, and merchant of record FastSpring makes them much simpler.

The post Easy Cross Border Transactions With FastSpring as Your MoR appeared first on FastSpring.

]]>
Selling internationally can get complicated very quickly if you’re trying to manage cross border payments yourself. Foreign exchange rates, regulatory rules, payment systems, various bank accounts, establishing entities in different countries, and tax collection and remittance are just a few of the concerns you’ll need to stay on top of as your business expands into more countries and regions. 

And typical payment service providers won’t help you with most of those concerns.

Luckily, FastSpring isn’t just a payment service provider — we’re a merchant of record, which means you can outsource the entire cross border transaction process to us, and we’ll handle all the complexities that come with it.

Read on to learn:

FastSpring handles the entire payment process from checkout to remitting end-of-year taxes for SaaS companies. To learn more about how FastSpring can help you scale quickly, sign up for a free account or request a demo today.

Why Cross Border Payments Are Key to Taking Your Business Global

A cross border transaction is a transaction that happens between parties in two different countries.

And if you want to sell globally as a software company — even a small one — the majority of your transactions likely will be cross border. 

For example, 70% of FastSpring’s transactions are cross border (and that’s including the European Union factored as one “country”; if we separated out all the countries within the EU, that percentage would go up). 

This adds dramatic complexity, suboptimization, and unpredictability when using a traditional payment service provider. 

Why Cross Border Payments Are So Complicated, Even With Typical Payment Providers

There are many payment service providers (PSPs) out there, all offering different levels of payment processing services and related add-ons.

But if you want to use a standard PSP to accept international payments, you have two main options.

1. Create your own entity structure around the world. This means having a true physical presence in many geographies and managing the significant legal and financial costs and headaches that come with that.

2. Don’t create your own entity structure around the world, but be treated as a non-local business in the majority of the markets in which you sell. This comes with additional disadvantages, such as:

  • International surcharges on credit card payments (typically 1-2%), increasing the expected cost while lowering the predictability of your processor fees.
  • Lower approval rates on credit cards as a non-local acquirer. In some regions (such as Latin America), this means as much as a 20%-30% differential in approval rates due to the relatively low prevalence of “international credit cards” (i.e., those that can be used to purchase from foreign merchants) among buyers in such regions. 
  • Dramatically lower ability to accept local payments methods, as many local payment methods require that you be a local business to be able to accept them (for example, Pix – one of the most popular online payment methods in Brazil). 

Even if you choose to create your own entity structure, you will need to work with many PSPs (or legal entities) to be treated as a local business in each market. 

And even if you work with one PSP that is worldwide (such as Stripe), you’ll need to maintain separate accounts with separate fee structures and contract with separate legal entities of the PSP in each region. 

Further still, if you want redundancy in your ability to accept cross border payments — which everyone should have to ensure they never lose sales to payment system down time — this at least doubles your complexity in each region. 

You could instead choose to only expand into a few new countries or regions, but if you limit the number of places where your software or digital product is sold, that will limit sales accordingly. You can’t get fast, meaningful revenue expansion with slow, piecemeal geographical expansion. 

Luckily, there is another, much simpler option.

Let FastSpring Help as Your Merchant of Record!

FastSpring’s ability to simplify cross border transactions for your business goes far beyond standard PSPs because we’re a merchant of record (MoR).

While PSPs and MoRs may look similar at first, there are some big, fundamental differences between PSPs and MoRs.

A payment service provider does bridge some gaps for companies selling digital products and software, such as handling back-end specialized services and networks (including payment gateways, payment processors, and merchant accounts) so you don’t have to connect directly with all of those yourself.

But PSPs stop shy of becoming the entity that worries about risk considerations, regulatory rules in many geographies, card brand rules, and even tax calculation, collection, and remittance — responsibilities that a merchant of record does take on for you. 

That’s because a merchant of record becomes the entity that is technically selling the product.

Because an MoR already has the necessary infrastructure set up, it’s already a complete payment solution that lets you quickly outsource the entire checkout process, including fraud prevention, tax compliance, and even sales tax and VAT remittance. 

As a merchant of record, FastSpring is uniquely positioned to support cross border commerce, offering you the following conveniences:

  • One vendor and one account.
  • Greater access to local payment methods.
  • Higher approval rates due to local acquiring.
  • Predictable flat rate pricing model with no cross border fees.
  • 24/7 buyer transaction support.
  • Elimination of tax registration, filing, and remittance worldwide.
  • Elimination of need to monitor changing tax laws and requirements worldwide.

Increase Revenue, Decrease Complexity, and Mitigate Risk With FastSpring

Once you implement FastSpring, you gain almost instant access for your SaaS, software, or other digital products to be sold in more than 200 regions, with support for 21+ languages and 23+ currencies.

FastSpring manages all the hard parts of cross border transactions so you can focus on building the fantastic products that will help you become the next great global brand.

FastSpring manages all the hard parts of cross border transactions so you can focus on building the fantastic products that will help you become the next great global brand.

We Make It Easy to Integrate FastSpring With Your Business

Beyond the financial services that PSPs and MoRs provide — and the regulatory, risk, tax, and other additional responsibilities MORs take on — PSPs and MoRs offer varying levels of tools to help integrate their services with your business. 

With FastSpring, here are just a few of the great features included when we serve as your merchant of record.

Extensive B2C and B2B Selling Features

Sell in all the ways that customers want to buy. Our platform accommodates one-time purchases or recurring payments, subscription downloads and cloud-based offerings, trials with and without payments, and more. 

We support these flexible selling models and options with both best-in-class self-serve checkout functionality and localized, custom B2B quotes and invoicing.

Industry-Leading Customization Features

Just because FastSpring takes on the complexities of cross border payments doesn’t mean you have to sacrifice branding and customization options

Besides being able to create a seamless trial, checkout, fulfillment, and subscription experience for your customers with our webhooks, APIs, and no-code customization options, we also offer a FastSpring-managed JavaScript library and robust checkout localization tools.

Partnership-Style Support

While providing the above-mentioned tools that allow developers to dig in themselves, you’re not on your own to set up your online store. 

FastSpring’s MoR services include 24/7 multi-tiered support that are prioritized by urgency instead of business size; global VAT, GST, and sales taxes handled by experts, to the tune of $54M+ filed and paid every year; and multi-layer fraud prevention and compliance management that adheres to SCA, PSD2, CCPA, GDPR, Economic Nexus, and dozens of local regulations across varied jurisdictions. 

Get Started With FastSpring

FastSpring handles the entire payment process from checkout to remitting end-of-year taxes for SaaS companies, with award-winning support to help along the way. 

To learn more about how FastSpring can help you scale quickly with cross border transactions, sign up for a free account or request a demo today.

Have more questions about the financial institutions and systems that merchants of record and other payment platforms work with to make international transactions and payments work? We cover more about the important differences between PSPs and MoRs and explain some of the ecommerce details that need to happen in the background for cross-border payment services to work and compare features such as transaction fees and payment options in 2Checkout vs. Stripe vs. FastSpring: Comparing Payments, Taxes, and Platform Features (+ Pricing).

Worried about regulatory requirements, international bank transfers, currency conversions, credit and debit cards and digital wallets, different currencies, transaction costs, and all the other details it takes to make international financial transactions happen? Find out why a merchant of record makes all of this easy in What Is a Merchant of Record? (And Why Should You Care?).

Looking for a global payments provider and merchant of record to serve as a complete cross border payment system? Learn more about FastSpring’s global payments.

If your software or other digital goods business’ roadmap includes becoming part of the global economy, you can move beyond only accepting domestic payments with a new payments provider. Learn more about why merchant of record FastSpring is so well equipped to remove the friction of cross border transactions on our merchant of record page.

The post Easy Cross Border Transactions With FastSpring as Your MoR appeared first on FastSpring.

]]>
News: Apple First to Be Charged With Violating EU DMA by Not Fully Allowing Steering https://fastspring.com/blog/news-apple-first-to-be-charged-with-violating-eu-dma-by-not-fully-allowing-steering/ Tue, 02 Jul 2024 18:55:08 +0000 https://fastspring.com/?p=29470 Apple is the first company to be charged by European Union antitrust regulators under the EU’s Digital Markets Act (DMA), an act which is intended to “comprehensively regulate the gatekeeper power of the largest digital companies.”

The post News: Apple First to Be Charged With Violating EU DMA by Not Fully Allowing Steering appeared first on FastSpring.

]]>
Apple is the first company to be charged by European Union antitrust regulators under the EU’s Digital Markets Act (DMA), an act which is intended to “comprehensively regulate the gatekeeper power of the largest digital companies.”

Reuters reports that “EU antitrust chief Margrethe Vestager cited issues with Apple’s new terms, saying that they fell short of complying with the DMA,” and that Apple may be able to avoid related fines if they modify their business terms to address those issues. Otherwise, the DMA violation fines could be as high as “10% of a company’s global annual turnover.” 

According to Reuters, the investigation was launched in March, and initial findings were recently sent to Apple on Monday, June 24.

The Verge further quotes Vestager as saying that “Our preliminary position is that Apple does not fully allow steering,” and that “Steering is key to ensure that app developers are less dependent on gatekeepers’ app stores and for consumers to be aware of better offers.” Apple spokesperson Peter Ajemian sent a statement to The Verge, which you can read here

The Verge goes on to report that prior to the DMA, EU regulators had fined Apple €1.84 billion (about $2 billion) due to anti-steering practices in Apple’s App Store.

Meta Platforms has also come under EU scrutiny per the DMA, according to another Reuters report. The EU’s European Commission has taken issue with the binary choice presented by Meta to its users to either consent to be tracked and receive a service for free, or to pay for an ad-free service. The charge against Meta came a week after the charge against Apple. 

About FastSpring

FastSpring powers global direct-to-consumer (D2C) payments for game studios and publishers. As a Merchant of Record, FastSpring provides a fully managed payment solution including checkout, fraud mitigation, and 100% automated sales tax and VAT compliance. With FastSpring, gaming businesses can level up quickly in the global market and do what they do best, build great games. Founded in 2005, FastSpring is a privately owned company headquartered in California with offices in the UK, Netherlands, and Canada. For more information, please visit https://fastspring.com/solutions/gaming.

The post News: Apple First to Be Charged With Violating EU DMA by Not Fully Allowing Steering appeared first on FastSpring.

]]>