Social Rift

Another day, another questionable Facebook acquisition, and as engadget.com put it, another instance of the “Facebook” effect.  This particular acquisition is the $2 billion purchase of virtual reality headset manufacturer “Oculus Rift.”  Oculus Rift is a particularly unique purchase by Facebook because of its crowdfunding roots.  Oculus Rift got its start through the crowdfunding website “Kickstarter.”  Kickstarter allows individuals to contribute money to upstarts and projects often essentially pre-purchasing the product they are supporting.  Oculus Rift was able to successfully get funded and shipped its VR headsets to qualifying supporters.  Oculus was deemed to be a device that will change the gaming industry and supporters, many of them developers, wanted to get in on the ground floor.  Since its funding the Oculus Rift has improved and has been used for numerous projects, demos, and games by developers, artists, and gamers alike.

The future of the Oculus Rift will now however will be determined by Facebook its new owner to the dismay of many of Oculus’ former supporters.  Which poses an interesting legal question that Kickstarter and startups like Oculus have to consider.  What happens when your hundreds of investors on a crowdfunding site like Kickstarter think they are funding something like a unique grassroots revolution in gaming and it turns out to be bought by a social media juggernaut who may have intentions to take the company in a completely different direction?  Kickstarter has maintained that supporters on their website are not entitled to shares of the company they are supporting, viewing supporters as donators more than investors.  Many of the 9,522 initial Kickstarter backers of Oculus are now demanding their money back and expressing their displeasure online through social media such as on twitter and on Oculus’ Facebook page (irony noted).  Oculus’ Kickstarter page is riddled with comments condemning the acquisition and expressing their feelings of betrayal believing Oculus received a windfall on the shoulders of their supporters who made them who they are today.

Facebook may be able to now provide Oculus funding much greater than they have ever seen before, but their future in gaming is at risk by a number of factors.  The “Facebook effect” for instance, caused by the feeling of distrust of the social media giant by many, is already having an adverse effect with not just their Kickstarter supporters, but also by huge players in the gaming industry the platform needs to rely on.  The creator of “Minecraft,” an immensely popular game on a large number of platforms including game consoles, mobile phones, and PC’s tweeted, “We were in talks about maybe bringing a version of Minecraft to Oculus. I just cancelled that deal. Facebook creeps me out.”  Oculus also will soon no longer be the only game in town as far as virtual reality is concerned, with Sony announcing recently their own headset, Project Morpheus, for their PlayStation 4 game console.  Kotaku.com offered a quote by Sam Biddle from the blog Valleywag to offer a strong perspective to sum up the concerns of many in the crowdfunding community, “For me, it’s now simple: post-Oculus, if you back a large Kickstarter project, you’re a sucker.”

Read more at: Engadget & Kotaku

Facebook’s questionable expansion further into mobile.

How does a relatively unprofitable company of about 50 employees whose product is a blatant copy of another’s get acquired for 19 billion dollars in five years?  The answer might not be entirely clear, but Facebook shareholders hope that CEO Mark Zuckerberg has a good idea after Facebook’s acquisition of mobile messaging app “WhatsApp” for $19 Billion.  WhatsApp users also would like to know what this all means for the service they have deeply integrated into their lives.

WhatsApp had its start by offering a BlackBerry Messenger like experience for mobile devices other than BlackBerrys.  What that means is that this kind of messaging service offers a much richer experience and allows for enhanced speed and security by utilizing internet data services as opposed to a traditional SMS text message.  Today, WhatsApp has a user base of about 450 million monthly active users, with billions of messages being sent every day, and is growing at 1 million users a day.  The company charges its users a dollar a year to use the service, making a profit nowhere near the $19 Billion purchase price by Facebook.  Looking at Facebook’s current ad based revenue it enjoys through its other services it is not farfetched to suspect a change in the monetization strategy of WhatsApp.  Despite these concerns WhatsApp CEO assures the Wall Street Journal that he believes WhatsApp “will stay completely independent and autonomous.”

These kinds of changes may concern the millions who use and trust WhatsApp especially with all of this happening on the heels of a report by Canadian and Dutch agencies having concerns over the privacy of users of WhatsApp due to violations of international privacy law.  The report found that although WhatsApp had made some changes, the report still concluded that “The investigation revealed that WhatsApp was violating certain internationally accepted privacy principles, mainly in relation to the retention, safeguard, and disclosure of personal data.”  Facebook has been no stranger to privacy concerns and controversy and users of WhatsApp will have to take all of this information into account when choosing what mobile messaging app they will like to use.

For now it is uncertain what changes, if any, will come to WhatsApp after this acquisition by Facebook.  With more secure services like BlackBerry Messenger recently going cross-platform consumers will have to consider which companies they want to possibly have access to their conversations and personal information.

In the comments I would love to hear how you message friends (sms, imessage, bbm, whatsapp, kik, facebook messenger, etc) and why you use that service.  Should we be concerned about the violation of privacy laws by some of these companies?  What steps should be taken to protect consumers who utilize these services?

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