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[In this Gamasutra sponsored feature, written by online game anti-fraud firm Iovation, the company's representatives interview customer Chris Condon on the problems of chargebacks in online games, and how Iovation helped him to deal with them.]
Tell us about BattleClinic and your background in the gaming
industry.
I'm Chris Condon, and I
founded BattleClinic in 2001. My background includes 18 years in corporate organizational
development, especially around building learning games. It comes in handy when designing new player
guides, tutorials, and tools that help gamers learn their favorite MMOs.
BattleClinic is an
award-winning independent game support site that we've been running
continuously for 8+ years.
We build publisher-sanctioned tools and guides and
provide these free to players in order to drive virtual items and game timecode
sales. We do this in partnership with the publisher; we're not gold farmers.
In
2008, we sold $1.2 million gross in authorized virtual timecode sales. We
currently support and are authorized resellers for EVE Online published by CCP
and City of Heroes published by NCSoft.
We are building support for
Jumpgate Evolution published by Codemasters, Black Prophecy developed by
Reakktor Media, Star Trek Online developed by Cryptic Studios, and Galaxy
Online & Freesky Online published by IGG. We reach a broad demographic
including adult gamers with extra disposable income.
Describe your
first major encounter with online fraud and chargebacks.
When we began offering game
timecodes for EVE-Online, we put some fraud prevention in place like order
limits, but we didn't experience significant losses and didn't think much about
anti-fraud controls.
That all changed one day
when my email inbox suddenly filled up with chargeback notices. We took
additional preventative measures, but losses mounted.
Chargebacks on virtual
items hurt: there's no way to recover a code or an in-game item, and each can
be used minutes after delivery.
Our chargeback rate shot up to almost 15% in 30
days and we were in danger of losing our merchant services accounts altogether.
We studied the transactions.
There were patterns to the fraud and there was clear indication that the
fraudster was reacting to our measures. For example, at first the fraudulent
orders seemed to originate in Turkey. We blocked those IPs, which resulted in a few
complaints from legitimate customers.
A month later, chargebacks returned-this
time from customers in Greece. Then Italy, then France. As we reacted, other patterns emerged: fraudulent
transactions all came from email domains like mail.com, comic.com, wallet.com,
and bikerider.com.
Or we'd get rotating patterns: in one month, a few orders
from New York, followed by a few from Texas, and then a few from California. Next month, different customer names, same regions.
How did this impact your business and
what did you do to stop it?
We bore significant direct
costs, and incalculable hidden cost. We kept manually adjusting our fraud
prevention measures, which invariably blocked legitimate orders, cost goodwill,
damaged our reputation, and more. Account approvals slowed, service levels
suffered, and viable customers walked away. Ouch.
Gamers are extremely
sensitive to service levels and delivery speed. We could not afford to upset them
with intrusive phone calls to verify their purchase.
Nor could we afford to
make them wait days or weeks to ensure the payment cleared. Gamers want their
stuff now! We needed real-time fraud protection that didn't interrupt or slow
fulfillment. And as volume increased, we couldn't afford to bottle-neck
anything either.
After $20,000 in direct
losses and who knows how many lost opportunities, we just couldn't afford to
stay in reaction mode. We went looking for a proactive solution and found Iovation. We were drawn to
the idea of sharing fraud profiles with other subscribers.
Plus, the fraud checking
is done in real time and it scales to volume which eased my concerns about
customer impact. Implementation was straightforward.
Since
implementing iovation's fraud protection service, at what rate has fraud
decreased?
Within the first month of implementation,
we caught one person running eight accounts, another running seven accounts,
and many running three accounts. We blocked hundreds of attempts to create new fraudulent
accounts in the months that followed.
The attempts became more random and more
intense for a while, and then dropped dramatically. Preventing half the fraud
attempts each month pays for the system; we've seen a 95% reduction in our
chargeback rate in 8 months.
In the world of on-line MMO
gaming, RMT (Real Money Trading) website operators will gather items inside the
game and sell them outside of the game, depriving the publisher of revenue.
Some defraud the publisher-authorized timecode and virtual item resellers to
feed the RMT market.
Since RMT is such a huge problem for the game publisher
and the reseller, sharing a fraud database makes perfect sense.
Since our
business model is to help drive more subscriptions to MMO games, keep the
players playing longer and buying more authorized virtual goods, we see nothing
but upside in how Iovation's
fraud protection service works for us.
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