2. WHATTHEY
DO?
Zynga is an American leading developer of the
world’s most popular social games that are played
by millions of people around the world each day.
The company primarily focuses on mobile and
social networking platforms.
3.
4. • Zynga is founded in April 2007 with
headquarters in San Francisco, California,
United States by Mark Pincus, Eric
Schiermeyer, Justin Waldron, Michael Luxton,
Steve Schoettler, and Andrew Trader under
the name Presidio Media.
• The company started with the popular Texas
Hold’Em Poker back in 2007 before coming
out with other games that took the internet
by storm.
WHOFOUNDEDITAND
WHY?
5.
6. “Zinga was legendary for her human-like qualities. Around the company and
San Francisco, She liked to sit on chairs and eat dinner on the table. She
would jump up on barstools in the Mission District and sit in the audience with
Mark at conferences. “
ORIGIN STORY
9. Zynga, which
has 27
employees,
reinvented card
games like
poker.
The games,
particularly
Zynga’s version
of Texas hold
’em poker,
amassed
hundreds of
thousands of
regular users.
Invited entrepreneurs
to take advantage of
their big crowds of
users and to keep the
revenue they generate
from advertising.
10. • Fred Wilson
a partner at the venture capital firm Union Square Ventures, which led a $10 million
round of financing in Zynga.
• Mark Pincus
• High-profile Silicon Valley figures
like Peter Thiel, a Facebook investor and board member; Reid Hoffman, the founder of
LinkedIn; and Robert W. Pittman, the former chief operating officer of America Online.
EARLYINVESTORS
11. ——Fred Wilson
“People already love to play casual games, but when you take a
casual game and stick it inside a social network, it becomes
way more exciting. This is like pouring gasoline on fire.”
12. Zynga was founded in 2007 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, which at the
time was emerging as a popular browser-
based portal for social video games.
GAIN
ADOPTION&GROW
WHAT WAS THE PRODUCT? WHO WERE THE CUSTOMERS?
13. Zynga followed up with Mafia Wars -- a multiplayer
game that revolved around players managing their
own virtual crime syndicates. It used the free-to-
play 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.
GAIN
ADOPTION&GROW
WHAT WAS THE PRODUCT? WHO WERE THE CUSTOMERS?
14. Following the success, Zynga were able to
capitalize upon the initial hysteria around social
media networking. Sites such as Facebook were
open to the idea of letting Zynga manage their
games side and they in return, were able to get
close to 61 Million people to start playing their
games. Being one of the most popular social
network gaming sites, Zynga made about $329
million around 2012, becoming one of the fastest
growing companies in the world at that time.
GAIN
ADOPTION&GROW
WHAT WAS THE PRODUCT? WHO WERE THE CUSTOMERS?
15. • Over-reliance on the Symbiotic / Parasitic
relationship with Facebook
• Zynga Missed market transition to mobile
• Reliance on a Casual Player Base
WHATWERETHEIR
BIGGESTCRISES?
16. • Force on mobile gaming industry
• Devolve publishing power to satellite
studios
• Acquire top-line revenue growth by paying
premia for proven titles with sufficient
benefits
WHATWAS
THEIREXITS?
18. ——NASDAQ: ZNGA, April,2020
Zynga’s (NASDAQ: ZNGA) revenue grew 53% from $861 million in 2017
to $1.3 billion in 2019, and it is estimated to be $1.8 billion in 2020,
reflecting 35% y-o-y growth, led by its new games, acquisitions, and
the impact of the current lockdown.
19. ——Trefis Team
“ Zynga stands to benefit in the current crisis, as the demand
for gaming could see traction, given that more people are
confined to their homes, forgoing more public forms of
entertainment.”