Zynga was once very successful with social games like FarmVille and Words with Friends, but failed to innovate and lost relevance as the industry changed. It is now trying to orchestrate a turnaround focused on mobile games. To revitalize its brand, Zynga must instill a need for change, understand customers' mindsets intimately to become indispensable, ensure consistent execution across functions, and continually nurture the brand as markets evolve. Revitalizing a struggling brand requires embracing risks, challenging beliefs, and committing to long-term brand stewardship.
A study to understand the business model used by zynga, on line social media ...Charm Rammandala
The purpose of this study is to understand the rise of social media gaming industry and how it has evolved over the years. Internet became mainstream in early 2000 and since then social media has become a popular hangout for almost half the population in the world. Social media gaming industry has riding this wave and become a popular industry on its own right. This study will investigate the rise of the social media games and its business models using Zynga as an example.
A study to understand the business model used by zynga, on line social media ...Charm Rammandala
The purpose of this study is to understand the rise of social media gaming industry and how it has evolved over the years. Internet became mainstream in early 2000 and since then social media has become a popular hangout for almost half the population in the world. Social media gaming industry has riding this wave and become a popular industry on its own right. This study will investigate the rise of the social media games and its business models using Zynga as an example.
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxjacksnathalie
DQ 2
Reread the Freemiums in the Social Gaming World Case and answer the following: What does the term freemium refer to? Give some examples. Do you think this is a good model for other companies to follow? Many social games fall into this category. On the social networks, why is it difficult to generate revenue through advertising? Why is it particularly hard for social games?
Closing Case FREEMIUMS IN THE SOCIAL GAMING WORLD
Social games played on sites like Facebook and MySpace are the hottest part of the game industry. The market for social games has been dominated by three companies: Zynga (zynga.com), Playdom (playdom.com), and Playfish (playfish.com). In November 2009, Electronic Arts (ea.com) acquired Playfish for $300 million in cash and stock and guaranteed another $100 million in bonus payouts if certain milestones were met by 2012. A short time later in December 2009, Digital Sky Technologies (dst-global.com), a Russian firm with offices in Moscow and London, bought a $180 million stake in Zynga. Based on this investment, as well as other investments in the firm, many financial analysts put Zynga’s market share worth somewhere between $1.5 and $3.0 billion.
To the casual observer, these valuations seem astounding. It is the case that social games are simpler than the average video game and take much less time to play. It is also the case that they have expanded the game audience beyond traditional video gamers who tend to be young males. Yet, from an economic standpoint, the major difference between social games and video games is that the former are free. If players don’t have to pay, where does the return on investment (ROI) for companies like Electronic Arts and investors like DST come from? The answer lies in micropayments.
The
Solution
In 2007 Facebook launched a platform that enabled software developers to create applications for the site. Currently, the site has tens of thousands of applications. Similarly, MySpace, which relies on Google’s OpenSocial platform, has 4,500 applications available to users. Today the most popular application category for both of these social networks is social gaming. On Facebook, for example, there are nine games that have more than 12 million active players per month. This is more than the number of monthly players for World of Warcraft, the most popular online game. Of course, they pay to play. Among the top 10 most popular social games on Facebook, Zynga has three offerings— Farmville, Mafia Wars, and Café Word—with a combined audience of over 105 active players per month, while Playfish has two offerings— Pet Society and Restaurant City—which has 60 million active users per month.
If it doesn’t cost anything to play a social game, then how does the game company make its money. One way is with advertising. Either continually or at various times during the game, ads can be displayed. Just as the advertising firms do with the search engine companies or other Web sites, the game companies can ...
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
Social game revenue potential, costs, and the keys to being successful in the...Mike Turner
An overview of what the social gaming market is, what revenue games are making in the space, what a social game costs, what the top developers are doing to be successful, and strategies for being successful in the space through proper social game design, good user acquisition strategies, a strong live operation + running you social game as a service, and a few other key tips.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
The objective to make profits from games can be easily materialized with the acquisition of advanced game development services. When developing bankable games, focusing on the latest trends will be much beneficial. This document describes some of them.
Mobile Games - New frontier of the business to boost and monitoring your pote...Cristian Salaris
Bitbuu Games has thought of a solution that allows partners and itself to obtain revenues from in-app purchases and from advertising mediation in order to fully offset the costs incurred for the creation of the video game by Bitbuu Games and the advertising campaigns by the partner.
The system consists in the partner allocating an advertising budget to the game that will be used to quickly scale the ranking of the App Store through ``boost``, the latter will generate an ``Organic Uplift`` effect or a number of organic downloads as a result.
The allocation for an initial minimum number of downloads is in fact able to generate a high volume of organic traffic in the following weeks
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comF. Steven Ogunro
MidasLP expects 2011 revenues of over $1 billion. Founded in 2007, Zynga is the largest social-network game developer and has generated over $1.5 billion in cumulative bookings since its inception. As of September 2011, Zynga’s games have over 232 million monthly active users on Facebook.
The Electronic Entertainment Expo, E3, is recognized as North America’s largest gaming expo of the year and an opportunity for the most established and rising developers, publishers, and manufacturers in gaming to showcase and launch upcoming platforms, games and merchandise.
Over the course of 4 days, we focused on how the evolution of gaming can impact brands, both inside and outside of the gaming industry. As ever, our goal was to find the ways to help brands achieve their business objectives through the benefits offered by gaming’s evolution.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxjacksnathalie
DQ 2
Reread the Freemiums in the Social Gaming World Case and answer the following: What does the term freemium refer to? Give some examples. Do you think this is a good model for other companies to follow? Many social games fall into this category. On the social networks, why is it difficult to generate revenue through advertising? Why is it particularly hard for social games?
Closing Case FREEMIUMS IN THE SOCIAL GAMING WORLD
Social games played on sites like Facebook and MySpace are the hottest part of the game industry. The market for social games has been dominated by three companies: Zynga (zynga.com), Playdom (playdom.com), and Playfish (playfish.com). In November 2009, Electronic Arts (ea.com) acquired Playfish for $300 million in cash and stock and guaranteed another $100 million in bonus payouts if certain milestones were met by 2012. A short time later in December 2009, Digital Sky Technologies (dst-global.com), a Russian firm with offices in Moscow and London, bought a $180 million stake in Zynga. Based on this investment, as well as other investments in the firm, many financial analysts put Zynga’s market share worth somewhere between $1.5 and $3.0 billion.
To the casual observer, these valuations seem astounding. It is the case that social games are simpler than the average video game and take much less time to play. It is also the case that they have expanded the game audience beyond traditional video gamers who tend to be young males. Yet, from an economic standpoint, the major difference between social games and video games is that the former are free. If players don’t have to pay, where does the return on investment (ROI) for companies like Electronic Arts and investors like DST come from? The answer lies in micropayments.
The
Solution
In 2007 Facebook launched a platform that enabled software developers to create applications for the site. Currently, the site has tens of thousands of applications. Similarly, MySpace, which relies on Google’s OpenSocial platform, has 4,500 applications available to users. Today the most popular application category for both of these social networks is social gaming. On Facebook, for example, there are nine games that have more than 12 million active players per month. This is more than the number of monthly players for World of Warcraft, the most popular online game. Of course, they pay to play. Among the top 10 most popular social games on Facebook, Zynga has three offerings— Farmville, Mafia Wars, and Café Word—with a combined audience of over 105 active players per month, while Playfish has two offerings— Pet Society and Restaurant City—which has 60 million active users per month.
If it doesn’t cost anything to play a social game, then how does the game company make its money. One way is with advertising. Either continually or at various times during the game, ads can be displayed. Just as the advertising firms do with the search engine companies or other Web sites, the game companies can ...
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
Social game revenue potential, costs, and the keys to being successful in the...Mike Turner
An overview of what the social gaming market is, what revenue games are making in the space, what a social game costs, what the top developers are doing to be successful, and strategies for being successful in the space through proper social game design, good user acquisition strategies, a strong live operation + running you social game as a service, and a few other key tips.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
The objective to make profits from games can be easily materialized with the acquisition of advanced game development services. When developing bankable games, focusing on the latest trends will be much beneficial. This document describes some of them.
Mobile Games - New frontier of the business to boost and monitoring your pote...Cristian Salaris
Bitbuu Games has thought of a solution that allows partners and itself to obtain revenues from in-app purchases and from advertising mediation in order to fully offset the costs incurred for the creation of the video game by Bitbuu Games and the advertising campaigns by the partner.
The system consists in the partner allocating an advertising budget to the game that will be used to quickly scale the ranking of the App Store through ``boost``, the latter will generate an ``Organic Uplift`` effect or a number of organic downloads as a result.
The allocation for an initial minimum number of downloads is in fact able to generate a high volume of organic traffic in the following weeks
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comF. Steven Ogunro
MidasLP expects 2011 revenues of over $1 billion. Founded in 2007, Zynga is the largest social-network game developer and has generated over $1.5 billion in cumulative bookings since its inception. As of September 2011, Zynga’s games have over 232 million monthly active users on Facebook.
The Electronic Entertainment Expo, E3, is recognized as North America’s largest gaming expo of the year and an opportunity for the most established and rising developers, publishers, and manufacturers in gaming to showcase and launch upcoming platforms, games and merchandise.
Over the course of 4 days, we focused on how the evolution of gaming can impact brands, both inside and outside of the gaming industry. As ever, our goal was to find the ways to help brands achieve their business objectives through the benefits offered by gaming’s evolution.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
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Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
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Brand Revitalizing Strategies of DeadStruggling Brand Zynga.pdf
1. LOVELY PROFESSIONAL UNIVERSITY PHAGWARA PUNJAB
Student Declaration
MKT203-Assignment-03
Product and Brand Management
Report on
Brand Revitalizing Strategies of Dead/Struggling Brand-Zynga
Submitted By- Submitted To-
Name of Student: Mohammad Amir Khan School of Business
Registration Number: 11915904 Name of the faculty member:
Roll No: RK0134A30 Lakshmaiah Botla
Section – KO134
Signature of the student:
2. P No:01
INTRODUCTION OF BRAND:
Zynga was once the biggest name in social video games. Popular hits like Farm-
Ville and Words with Friends racked up massive audiences and recorded stellar
engagement, but the company's failure to innovate and keep pace with a
rapidly changing industry led to declining relevance and the collapse of its
stock. Now, the company is trying to orchestrate a turnaround that hinges on
delivering hits in the mobile games space, and its stock has rallied more than
40% year to date on early signs that its pivot could be successful.
Zynga Inc. is an American developer running social video game services. It was
founded in April 2007, with headquarters in San Francisco.
The company primarily focuses on mobile and social networking platforms.
Zynga states its mission as "connecting the world through games.
Zynga launched its best-known game, Farm-Ville on Facebook in June 2009
reaching ten million daily active users (DAU) within six weeks.
As of August 2017, Zynga had thirty million monthly active users (MAU).
In 2017, its most successful games were Zynga Poker and Words with Friends
with about 57 million games being played at any given moment and CSR Racing
the most popular racing game on mobile devices.
Zynga began trading on NASDAQ on 16 December 2011, under the ticker
ZNGA.
In order to better understand the company's comeback effort and place its
current initiatives in context, let's take a look at the history of Zynga.
3. P No:02
HISTORY OF BRAND:
The early year of Zynga
Zynga was founded in 2007 by a team that included current chairman, and
then CEO, Mark Pincus and hit the scene at a time when video games played
through a web browser were experiencing rapid growth. The company
released its first game, Zynga Poker, that year on Facebook ( FB -2.24% ), which
at the time was emerging as a popular browser-based portal for social video
games.
Zynga followed up its hit poker title with Mafia Wars: a multiplayer game that
revolved around players managing their own virtual crime syndicates.
Both games used the free-to-play, or "freemium" model, which gave them
wide audiences and generated sales from a small group of users who spent
large amounts on in-game items and virtual currency. These high value users
are sometimes referred to as "whales", and attracting and maintaining their
interest was, and remains, Zynga's primary source of revenue.
In 2009, the company released its popular puzzle game Words with
Friends. It also debuted FarmVille (a farming simulation game) on
Facebook and later through its own browser-based portal. The game went
on to be a huge hit, launch one of Zynga's most important franchises, and
provide a framework from which many of the company's future games
4. P No:03
would be built. It's worth noting that the gameplay and visuals of
both Mafia Wars and FarmVille were largely derivative of games from other
developers, and Words With Friends is similar to the popular board game
Scrabble.
The next year saw the company release City-Ville, which went on to surpass
FarmVille in popularity. By this time, Zynga was the most successful app
developer on Facebook's platform and it had built a stable of successful
properties, but cracks in its business were already forming due to tensions with
Facebook over monetization schemes and the rising popularity of apps that ran
on mobile and PC operating systems rather than browser portals.
Business model
Zynga uses a "free-to-play" business model. Revenue is acquired via direct
credit card payments and partner businesses. It sells in-game virtual goods as
people play its games, supports in-game advertising, and it has banner
advertising around its game portals.
In addition, Zynga games are linked to offers from several partners. Players can
choose to accept credit card offers, take surveys or buy services from Zynga's
partners in order to obtain game credits. Players may also purchase game
credits directly from Zynga. In the game, players can purchase the points for a
fee. In March 2010 Zynga started selling pre-paid cards in the US for virtual
currency.
In March, 2012, Zynga launched a separate social gaming platform, which
included publishing other developers to the Zynga.com platform. Early third-
party developers included Row Sham Bow, Inc and Mobscience. In June 2012,
Zynga started running Facebook advertisements and sponsored stories on its
website. The revenue was split between Facebook and Zynga.
Hashbro Partnership
5. P No:04
In February 2012, it was announced that Zynga and Hasbro had partnered to
create products based on Zynga properties and brands. In October 2012, Zynga
and Hasbro launched eight ‘face-to-face’ games resulting from their
collaboration: Farm-Ville Hungry Herd and Animal Games; City-Ville Monopoly
and Skies; Words with Friends Classic, Luxe, To Go; and Draw Something. The
Hasbro games included ties to Zynga Web and mobile games, such as in-game
currency that players can use in the digital versions of City-Ville and Farm-Ville.
Customer acquisition
The company initially relied on free distribution of its product to users, and
later began spending money on marketing. [better source needed] In 2017,
developing a paid user base took priority over a new user acquisition.
According to one analyst, Zynga can either fund the creation of new games to
attract new users, or it can buy smaller game studios with new games which
will bring in new customers.
Platinum Purchase Program
In September 2010, Gawker reported that Zynga had set up a "Platinum
Purchase Program," a private club for their top spenders, allowing members to
purchase virtual currency at favorable rates.[125] Despite some bad publicity,
the program was considered a sound core business principle. The program
shut down on October 31, 2014.
Viability
Some journalists questioned the viability of Zynga's business model. Ray Valdes
questioned the long-term prospects for Zynga, saying that it would be difficult
for the company to make new titles to replace old ones whose novelty is
fading. Tom Bollich a former Zynga investor, said that it is impossible to make a
cheap viral game, and that retaining customers is difficult.
6. P No:05
In an October 2011 article in The Wall Street Journal, Ben Levisohn said that
Zynga has "issues that could limit its upside," such as its dependence on
Facebook and its reliance on a small percentage of users and a small number of
games for most of its revenue.
In-game sign-up
Through 2009, Zynga let players earn in-game rewards for signing up for credit
cards or for a video-rental membership. In November 2009 the company
removed all "lead-generating" ads, relying instead on revenue generated by
the 1-3 percent of players that pay for in-game items. Since then it began re-
introducing the ads back in but with controls to monitor the kinds of ads that
appear.
In early November 2009, it was estimated that about one-third of Zynga's
revenue came from companies that provide legitimate commercial offers, such
as trading Netflix memberships and marketing surveys for in-game
cash. Because of criticism and complaints that some ads were scams, on
November 2, 2009, former CEO Mark Pincus said that Tatto Media, a major
offer provider that enrolled users into recurring cell phone subscriptions, and
the worst of the lead generator scam, had already been removed from Zynga
and was banned, in addition to requiring providers to filter and police offers
before posting to their networks.
Analysis of current situation
From the company's performance, it shows that Zynga is still famous to
provide poker game to the related customers because this game has a huge
market trend in which every new, as well as existing customer, enjoy the game
under the unique features. On the other side, a strategic implementation of
7. P No:06
the group players attracts the customers to play against each other at the level
of challenging or the competition with each other. In addition to a famous
game (Farmville), many customers are still enjoying this game and retain their
focus for the long-term because the unique features of this game provide
benefits to the customer to play at any time and with each selected player.
Thus with this feature, many gaming zones are still struggling to provide the
similar services in order to beat Zynga with this type of quality.
Zynga Gives Take-Two Another Revenue Stream and a Springboard to Bring Its
IP to Mobile
Speaking of mobile, Take-Two’s acquisition of Zynga will significantly boost the
company’s revenues. Together, both company’s revenues would be enough to
push Take-Two into Q3’s top 10 game companies by revenue.
The Zynga acquisition makes sense for Take-Two. In terms of consumer
spending, mobile game revenues exceed console and PC combined:
Therefore, Take-Two’s goals here are obvious: to diversify its revenue streams
and grow its presence in gaming’s most lucrative segment. The company tried
to diversify its portfolio into racing games last year via acquiring Code masters,
but EA swooped in at the last moment.
Zynga’s mobile infrastructure, connections, and knowledge will help Take-Two
bring its IP to mobile. Take-Two has sold more than 155 million copies of Grand
Theft Auto V, so developing a mobile touchstone for the franchise is a smart
strategy for Take-Two.
We dive even deeper into this acquisition and other market data and trends in
our just launched Global Games Market Report update.
8. P No:07
Brand revitalizing strategies
According to the situation of Zynga, it has been determined that a position of a
company is based on the recent analysis through the use of this model. Which
includes all the opportunities and threats that it would face over the recent
environmental factors. So following factors would determine the position of an
industry and to formulate a strategy to improve the factors by the business
decisions.
Bargaining power of buyer-High
Under the industry of gaming zone, it has been identified that a control of the
customers is high in the sense of switch to another game due to the lack
of entertainment of the games which they played so far. So in a case of Zynga,
a company has no control to retain the customers for long-term because every
gaming zone provider is focusing on to provide high-quality games in order to
make the customers use for a considerable period.
Bargaining power of Supplier-High
The supplier's power under a case is high because Zynga is totally reliable to
provide sources based on the support of Facebook, Google, and Apple apps.
Therefore, it has been identified that these suppliers would change the terms
and conditions that would hurt the revenues of the business overtime. Also,
they could not allow the business to run smoothly due to the lack of
resources and performance they judge by Zynga.
However after a couple of months, the quality of the code and the concepts for
brand-new functions were worsening, more bugs and quality control issues
developed, and users were grumbling that brand-new functions were late and
the video game was getting rote. This case is embedded in late December 2009
as user numbers begun to drop, and Pincus and the FarmVille group aimed to
determine the best ways to turn this pattern around. Zynga's management
group needed to determine ways to revitalize FarmVille to ensure that it would
remain to be the goose that laid the golden eggs.
9. P No:08
Brand can be a major contributor to investor value, working as a lever
companies can pull to drive or maintain value. Brand is a multiplier in every
business, no matter what the category.
However, brand revitalization can be a daunting prospect. What does it entail?
How do you ensure the greatest potential for success? How do you prepare the
organization to activate on the new brand direction?
Below are five steps for initiating, managing and, ultimately, activating a brand
revitalization initiative.
1: Instill an imperative for change
Organizations, by nature, play it safe “Do what we’ve been doing, only better,
cheaper, faster” approaching transformation as a gradual endeavor. The
alternative is too scary, too risky.
However, successful brand revitalization can’t be done incrementally. The
status quo must be rejected, existing beliefs challenged, and the unknown and
uncomfortable embraced.
The transformational mentality necessary for true brand revitalization requires
reframing the challenge to create a binary proposition with only two possible
outcomes: success or failure. There is no in between. Even if the circumstances
aren’t quite so dire, the organization must believe that one outcome is
imperative, the alternative is unacceptable, and moving incrementally is
counterproductive.
2: Own a mindset and create a sense of intimacy
The most powerful brands don’t appeal to a gender, generation or income
bracket. They own a mindset and create such a deep and intimate
understanding of that mindset that their customers feel as if they are in a
relationship rather than merely buying a product or service.
10. P No:09
To achieve this intimacy, brands need to look beyond purchase behaviors and
appreciate that only a small fraction of their customers’ Consumers are people
first, with goals and dreams, beliefs and attitudes, and successes and struggles.
To revitalize Zynga brand, you must determine how it can help people pursue
their goals, achieve their dreams and alleviate their struggles.
3: Aspire to indispensability
We’ve all seen the stats. Consumers are becoming increasingly indifferent to
the vast majority of brands. They give little consideration to brands and aren’t
concerned if most simply vanish tomorrow.
Brands that buck the trend by creating a following of consumers who really do
care about them are the exception to the rule. They leverage an intimate
understanding of their customers to become an indispensable part of their
lives.
As brands consider revitalization, brand managers need to figure out how to
become as indispensable as possible within the lives of the people who share
their mindset.
4: Think as one — act as one
Actions matter more than strategy. While it’s tough for great execution to prop
up a poor strategy, it’s quite easy for bad execution to undermine a brilliant
strategy. And, the worst kind of execution is inconsistent and unfocused,
making a brand appear schizophrenic.
Any brand revitalization effort incorporates those responsible for execution
into the process not merely as recipients of the final direction, but as active co-
creators. Having those people along for the journey will help ensure the “buy
in” on the final direction. In addition, facilitating a cross-functional activation
session at the culmination of the strategic process will help ensure team
alignment, translate strategy into action and, ultimately, result in a consistent
go-to-market effort.
11. P No:010
5: Nurture your brand
Brands are living things. They shouldn’t be created in a vacuum and they
certainly don’t live in a vacuum. They exist in a dynamic, ever-changing
marketplace with evolving consumer wants and needs, ever-increasing
innovation, and shifting (often increasing) corporate expectations. As such,
brands must learn, grow and adapt. Is the imperative for change different? Has
the identified mindset shifted? Must the route to indispensability be re-
evaluated? Is the execution having the desired impact?
Brand revitalization is a never-ending process and your brand needs to be
nurtured continually. By following these steps, you’ll be on your way to
revitalizing your brand and keeping it fresh.