SlideShare ist ein Scribd-Unternehmen logo
1 von 2
Zynga-The Winner in Social Gaming
Segment
Zyngais a San Francisco, California; United States based Social Network Game Developer.It
develops browser based games that run as stand-alone and as application widgets on social
networking sites such as Facebook.The most popular games of Zynga are Cityville,
Farmville,Zynga Poker,Frontierville and Mafia Wars.The latest game released by them is
Empires and Allies.

Earlier the trend was to buy DVDs of PC games or Xbox/PSPs,butzynga smartly came up
with simple browser based games that required no initial purchase to start playing the game
assuming everyone had a PC when they started playing.The end user has no compulsion to
pay but he has an option.So what was the breakthrough here? Earlier the PC game industry
was mainly targeted towards smalls kids and young ones.But Zynga thought from a different
perspective and they did alot of research on it and found out two key points.First one was that
the major population in USA was elderly compared to kids and young folks.The elderly
population increased eleven fold between 1900-1994,the nonelderly increased only
threefold.In this century, the rate of growth of the elderly population (persons 65 years old
and over) has greatly exceeded the growth rate of the population of the country as a whole.
The elderly increased by a factor of 11, from 3 million in 1900 to 33 million in 1994. In
comparison, the total population, as well as the population under 65 years old, tripled. Under
the Census Bureau's middle series projections, the number of persons 65 years old and over
would more than double by the middle of the next century to 80 million. About 1 in 8
Americans were elderly in 1994, but about 1 in 5 would be elderly by the year 2030.Second
one was that the major population in USA worked on a weekly basis cheque.Zynga made
sure that they get the most out of this cheque.The game was for everyone.Zynga did the
initial planning and structuring so well that it was bound to make millions.They targeted the
population that was in front of a computer large part of the day like
professionals,housewifes,elderly folks and kids.Zynga games never had any great graphics as
compared to some PC games like NFS,Crysis but still they were a hit because they were
simple to understand,play and to level up and they understood the end user well.People tend
to get bored when they don’t see any achievements or goals being accomplished(typical
human nature),so they structured their games on the basis of that study to make their games
more successful.For example, Mafia wars were set in New York City.The first set of jobs that
were required to do were very simple and very quickly you could level up,get
achievements,skills points increased with the help of which you could have set your
character.Zynga had already very carefully designed the game as such that if there was any
potential buyer,they will buy the stuff on offer to progress in the game like Reward points
and Facebook credits.This was a major Revenue puller for Zynga Games.Here again,they
broke another mental block.Earlier the thinking in masses was to buy a game,finish it and
move on to next game or next part of the game.With the introduction of Zynga games,people
actually started to buy stuff for real cash(mainly USD) which gave them a sense of
attachment,urgency,obsession and eagernesss to play more and more(achievement oriented).

The plan payed off.Social gaming is itself a new phenomenon.Zynga games came to the
scene in 2007 when Facebook opened its API to develop games.Since then Zynga has been
on a rocketing growth between 2008-2010,the number of Facebook users has soared to 0.5
Billion and out of which 300 Millions are users of Zynga games.250 Million are active
players of Zynga games every month and out of which 4.5 Millions are Indian users.These
are huge numbers representing players that are “human”.Daily,50 Million users play globally
and out of which 1.5 Millions are Indian users.The numbers are still raising both globally and
in India.Zynga was very quick to understand that India being very large in population has to
be focussed upon more so they announced that India will be a core part of their plans.The
initial charter in Feb 2010 was to scale up and the focus was on technology.They built
membase which is an open source database,from scratch,in India.Membase helps better in
scaling than traditional methods.Zynga is also one of India’s largest online cloud computing
environments and they focus on end to end innovation to grow faster.

Considering the 0.5 Million total users globally and 250 Million monthly active users,Zynga
had many payment options for a global customer like Paypal,Credit Cards,Bank Wire.Same
options were available for an Indian buyer.But in India,we still don’t have many people using
Credit Cards.Those who even own a Credit card don’t use it often like it is used in USA.A
few also think that using your personal information online is not safe.This was kind of a
challenge for the Zynga game makers-How to make there system flexible for Indian buyers
so that they could buy more in numbers? They set up a relationship with MOL for prepaid
cards which has increased their access to pay.

Another great example was set up by the Zynga sales and marketing team by launching Game
cards across the world.In March 2010 Zynga started selling prepaid cards for virtual
currency at more than 12,800 stores across the US. These were available from 5USD to
80USD.This removed the problem for those who didn’t have a Credit card/limits
reached/didn’t wanna use the Credit card.Zynga also has a Platinum Purchase program
allowing members to purchase virtual currency in amounts over $500 at favourable rates by
making a payment via wire transfer.Zynga’s revenues largely depend on small core of large
spenders,known as “whales” in the industry,for the large part of its income.No ordinary
player could attain a platinum program until and unless Zynga offers it to them.It’s for the
“Elite”-those are gaming addicts and pour in more than a 500$(some 1000$) a month.This
program is just a way to reap high revenues for Zynga and for gaming addicts;it’s a way to
feed their obsession.

All in all Zynga was able to do what they dreamt off-Keep the customers happy and MAKE
HUGE PROFITS.In 2009,a Russian Firm,Digital Sky Technologies bought a share of $180
Million share of Zynga.In 2010,combined $300 million from Softbank and Google were
invested in Zynga.Apple also paid a huge sum to put zynga games on iphones.In June
2011,The Wall Street Journal estimated Zynga’s value at $19 Billion.Zynga has been
identified as a possible candidate for an IPO too.Be Evil!

Weitere ähnliche Inhalte

Was ist angesagt?

Decoding the gaming audience
Decoding the gaming audienceDecoding the gaming audience
Decoding the gaming audience
FAS
 
Operating Vietnamese Games in China
Operating Vietnamese Games in ChinaOperating Vietnamese Games in China
Operating Vietnamese Games in China
action.vn
 
Trip Hawkins Presentation
Trip Hawkins PresentationTrip Hawkins Presentation
Trip Hawkins Presentation
Mediabistro
 
Popular brands friend social gaming wsj.com
Popular brands friend social gaming   wsj.comPopular brands friend social gaming   wsj.com
Popular brands friend social gaming wsj.com
Terence Ling
 

Was ist angesagt? (20)

Global digital report 2018
Global digital report 2018Global digital report 2018
Global digital report 2018
 
Decoding the gaming audience
Decoding the gaming audienceDecoding the gaming audience
Decoding the gaming audience
 
Future of Gaming: Synchronous & Multiplayer Gameplay | Hussein Chahine
Future of Gaming: Synchronous & Multiplayer Gameplay | Hussein ChahineFuture of Gaming: Synchronous & Multiplayer Gameplay | Hussein Chahine
Future of Gaming: Synchronous & Multiplayer Gameplay | Hussein Chahine
 
Zynga
ZyngaZynga
Zynga
 
Operating Vietnamese Games in China
Operating Vietnamese Games in ChinaOperating Vietnamese Games in China
Operating Vietnamese Games in China
 
Ingram roblox marketing plan
Ingram roblox marketing plan  Ingram roblox marketing plan
Ingram roblox marketing plan
 
Siege2011 Social Games
Siege2011 Social GamesSiege2011 Social Games
Siege2011 Social Games
 
Examining Social Gaming for the Chinese Market | Kevin Li
Examining Social Gaming for the Chinese Market | Kevin LiExamining Social Gaming for the Chinese Market | Kevin Li
Examining Social Gaming for the Chinese Market | Kevin Li
 
Video Game Trends
Video Game TrendsVideo Game Trends
Video Game Trends
 
Forbes M+A Digital Gaming Report Spring 2020
Forbes M+A Digital Gaming Report Spring 2020Forbes M+A Digital Gaming Report Spring 2020
Forbes M+A Digital Gaming Report Spring 2020
 
Trip Hawkins Presentation
Trip Hawkins PresentationTrip Hawkins Presentation
Trip Hawkins Presentation
 
Gaming and Advertising: a promosing upturn
Gaming and Advertising: a promosing upturnGaming and Advertising: a promosing upturn
Gaming and Advertising: a promosing upturn
 
Riot Games Interview presentation Product launch plan
Riot Games Interview presentation Product launch planRiot Games Interview presentation Product launch plan
Riot Games Interview presentation Product launch plan
 
Mobile Gaming Asia: Market and Forecast Analysis
Mobile Gaming Asia: Market and Forecast AnalysisMobile Gaming Asia: Market and Forecast Analysis
Mobile Gaming Asia: Market and Forecast Analysis
 
Global game industry outlook 2012-2016
Global game industry outlook 2012-2016Global game industry outlook 2012-2016
Global game industry outlook 2012-2016
 
Popular brands friend social gaming wsj.com
Popular brands friend social gaming   wsj.comPopular brands friend social gaming   wsj.com
Popular brands friend social gaming wsj.com
 
Game of data: Data driven game design
Game of data: Data driven game designGame of data: Data driven game design
Game of data: Data driven game design
 
Yazino: In-sync social games
Yazino: In-sync social gamesYazino: In-sync social games
Yazino: In-sync social games
 
Trender från SXSW 2016
Trender från SXSW 2016Trender från SXSW 2016
Trender från SXSW 2016
 
References Gaming
References GamingReferences Gaming
References Gaming
 

Andere mochten auch (6)

Tester
TesterTester
Tester
 
Hunger Awareness Flyer
Hunger Awareness FlyerHunger Awareness Flyer
Hunger Awareness Flyer
 
Informe
InformeInforme
Informe
 
Abdel kinder
Abdel kinderAbdel kinder
Abdel kinder
 
Stoik
StoikStoik
Stoik
 
Rubens 6
Rubens 6Rubens 6
Rubens 6
 

Ähnlich wie Zynga the winner in social gaming segment

Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdfBrand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
AmirKhanUP
 
12 social games
12   social games12   social games
12 social games
mrhoward12
 
12 social games
12   social games12   social games
12 social games
Gc Howard
 
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docx
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxDQ 2Reread the Freemiums in the Social Gaming World Case and ans.docx
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docx
jacksnathalie
 
Mandala games' pitch
Mandala games' pitchMandala games' pitch
Mandala games' pitch
i7
 
Gaming & marketing
Gaming & marketingGaming & marketing
Gaming & marketing
Samkchin
 

Ähnlich wie Zynga the winner in social gaming segment (20)

zyngafinal
zyngafinalzyngafinal
zyngafinal
 
Case study 18
Case study 18Case study 18
Case study 18
 
A study to understand the business model used by zynga, on line social media ...
A study to understand the business model used by zynga, on line social media ...A study to understand the business model used by zynga, on line social media ...
A study to understand the business model used by zynga, on line social media ...
 
Zynga's game plan
Zynga's game planZynga's game plan
Zynga's game plan
 
Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdfBrand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
 
12 social games
12   social games12   social games
12 social games
 
12 social games
12   social games12   social games
12 social games
 
Online games
Online gamesOnline games
Online games
 
Icp ppt
Icp pptIcp ppt
Icp ppt
 
Zapak
ZapakZapak
Zapak
 
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docx
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxDQ 2Reread the Freemiums in the Social Gaming World Case and ans.docx
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docx
 
Mandala games' pitch
Mandala games' pitchMandala games' pitch
Mandala games' pitch
 
Introducing Mandala
Introducing MandalaIntroducing Mandala
Introducing Mandala
 
Social game revenue potential, costs, and the keys to being successful in the...
Social game revenue potential, costs, and the keys to being successful in the...Social game revenue potential, costs, and the keys to being successful in the...
Social game revenue potential, costs, and the keys to being successful in the...
 
Social Games (a little introduction)
Social Games (a little introduction)Social Games (a little introduction)
Social Games (a little introduction)
 
Social Games In Japan 2013: Status Quo, Trends And Internationalization
Social Games In Japan 2013: Status Quo, Trends And InternationalizationSocial Games In Japan 2013: Status Quo, Trends And Internationalization
Social Games In Japan 2013: Status Quo, Trends And Internationalization
 
Facebook social gaming
Facebook social gamingFacebook social gaming
Facebook social gaming
 
Busting 10 social games myths
Busting 10 social games mythsBusting 10 social games myths
Busting 10 social games myths
 
Gaming & marketing
Gaming & marketingGaming & marketing
Gaming & marketing
 
Gramble - Slot Summit Talk
Gramble - Slot Summit TalkGramble - Slot Summit Talk
Gramble - Slot Summit Talk
 

Kürzlich hochgeladen

Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsArtificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
Joaquim Jorge
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
Enterprise Knowledge
 
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
Earley Information Science
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
vu2urc
 

Kürzlich hochgeladen (20)

Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
 
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsArtificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
 
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUnderstanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘
 
How to convert PDF to text with Nanonets
How to convert PDF to text with NanonetsHow to convert PDF to text with Nanonets
How to convert PDF to text with Nanonets
 
Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)
 
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
 
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 

Zynga the winner in social gaming segment

  • 1. Zynga-The Winner in Social Gaming Segment Zyngais a San Francisco, California; United States based Social Network Game Developer.It develops browser based games that run as stand-alone and as application widgets on social networking sites such as Facebook.The most popular games of Zynga are Cityville, Farmville,Zynga Poker,Frontierville and Mafia Wars.The latest game released by them is Empires and Allies. Earlier the trend was to buy DVDs of PC games or Xbox/PSPs,butzynga smartly came up with simple browser based games that required no initial purchase to start playing the game assuming everyone had a PC when they started playing.The end user has no compulsion to pay but he has an option.So what was the breakthrough here? Earlier the PC game industry was mainly targeted towards smalls kids and young ones.But Zynga thought from a different perspective and they did alot of research on it and found out two key points.First one was that the major population in USA was elderly compared to kids and young folks.The elderly population increased eleven fold between 1900-1994,the nonelderly increased only threefold.In this century, the rate of growth of the elderly population (persons 65 years old and over) has greatly exceeded the growth rate of the population of the country as a whole. The elderly increased by a factor of 11, from 3 million in 1900 to 33 million in 1994. In comparison, the total population, as well as the population under 65 years old, tripled. Under the Census Bureau's middle series projections, the number of persons 65 years old and over would more than double by the middle of the next century to 80 million. About 1 in 8 Americans were elderly in 1994, but about 1 in 5 would be elderly by the year 2030.Second one was that the major population in USA worked on a weekly basis cheque.Zynga made sure that they get the most out of this cheque.The game was for everyone.Zynga did the initial planning and structuring so well that it was bound to make millions.They targeted the population that was in front of a computer large part of the day like professionals,housewifes,elderly folks and kids.Zynga games never had any great graphics as compared to some PC games like NFS,Crysis but still they were a hit because they were simple to understand,play and to level up and they understood the end user well.People tend to get bored when they don’t see any achievements or goals being accomplished(typical human nature),so they structured their games on the basis of that study to make their games more successful.For example, Mafia wars were set in New York City.The first set of jobs that were required to do were very simple and very quickly you could level up,get achievements,skills points increased with the help of which you could have set your character.Zynga had already very carefully designed the game as such that if there was any potential buyer,they will buy the stuff on offer to progress in the game like Reward points and Facebook credits.This was a major Revenue puller for Zynga Games.Here again,they broke another mental block.Earlier the thinking in masses was to buy a game,finish it and move on to next game or next part of the game.With the introduction of Zynga games,people
  • 2. actually started to buy stuff for real cash(mainly USD) which gave them a sense of attachment,urgency,obsession and eagernesss to play more and more(achievement oriented). The plan payed off.Social gaming is itself a new phenomenon.Zynga games came to the scene in 2007 when Facebook opened its API to develop games.Since then Zynga has been on a rocketing growth between 2008-2010,the number of Facebook users has soared to 0.5 Billion and out of which 300 Millions are users of Zynga games.250 Million are active players of Zynga games every month and out of which 4.5 Millions are Indian users.These are huge numbers representing players that are “human”.Daily,50 Million users play globally and out of which 1.5 Millions are Indian users.The numbers are still raising both globally and in India.Zynga was very quick to understand that India being very large in population has to be focussed upon more so they announced that India will be a core part of their plans.The initial charter in Feb 2010 was to scale up and the focus was on technology.They built membase which is an open source database,from scratch,in India.Membase helps better in scaling than traditional methods.Zynga is also one of India’s largest online cloud computing environments and they focus on end to end innovation to grow faster. Considering the 0.5 Million total users globally and 250 Million monthly active users,Zynga had many payment options for a global customer like Paypal,Credit Cards,Bank Wire.Same options were available for an Indian buyer.But in India,we still don’t have many people using Credit Cards.Those who even own a Credit card don’t use it often like it is used in USA.A few also think that using your personal information online is not safe.This was kind of a challenge for the Zynga game makers-How to make there system flexible for Indian buyers so that they could buy more in numbers? They set up a relationship with MOL for prepaid cards which has increased their access to pay. Another great example was set up by the Zynga sales and marketing team by launching Game cards across the world.In March 2010 Zynga started selling prepaid cards for virtual currency at more than 12,800 stores across the US. These were available from 5USD to 80USD.This removed the problem for those who didn’t have a Credit card/limits reached/didn’t wanna use the Credit card.Zynga also has a Platinum Purchase program allowing members to purchase virtual currency in amounts over $500 at favourable rates by making a payment via wire transfer.Zynga’s revenues largely depend on small core of large spenders,known as “whales” in the industry,for the large part of its income.No ordinary player could attain a platinum program until and unless Zynga offers it to them.It’s for the “Elite”-those are gaming addicts and pour in more than a 500$(some 1000$) a month.This program is just a way to reap high revenues for Zynga and for gaming addicts;it’s a way to feed their obsession. All in all Zynga was able to do what they dreamt off-Keep the customers happy and MAKE HUGE PROFITS.In 2009,a Russian Firm,Digital Sky Technologies bought a share of $180 Million share of Zynga.In 2010,combined $300 million from Softbank and Google were invested in Zynga.Apple also paid a huge sum to put zynga games on iphones.In June 2011,The Wall Street Journal estimated Zynga’s value at $19 Billion.Zynga has been identified as a possible candidate for an IPO too.Be Evil!