Zynga needs to renew itself by fostering innovation and bringing together its resources. It was very successful early on with games like FarmVille but then lost market share. It is now much smaller than competitors like King Digital, maker of Candy Crush, and has suffered financial losses. Zynga is focusing more on mobile games and recently announced job cuts to reduce costs and foster more creativity. It will need to continue adapting to the shifting mobile market to regain success.
Social gaming refers to playing games as a way of social interaction rather than alone. It includes casual, board, multiplayer, role playing, and alternative reality games. Online gaming has grown over 1300% in the Middle East since 2000, attracting many users. Gaming can increase learning skills like muscle memory and competitive spirit. Zynga is a social gaming platform known for games played with friends on websites, phones, and online. It was founded in 2007 and popular games include Farmville. Zynga was initially criticized for "scam ads" but now screens all third party ads to ensure a fun user experience.
Zynga is a social game developer founded in 2007 with over 320 million users. It is best known for games like FarmVille and CityVille. Zynga has grown aggressively through acquisitions and new games, now employing over 1300 across 13 studios in 6 countries. While games are free to play, Zynga generates billions in revenue through virtual goods purchases in games. There is potential for Zynga to create its own social gaming network and become the dominant player in its industry.
Social gaming refers to casual games designed to be played with friends on social platforms. It has seen tremendous growth, with over 200 million monthly active users. Key factors driving its rise include the opening of social networks to third-party developers and the growth of mobile devices and internet access. Social games are designed around player engagement loops that use visible progress, positive emotions, and social calls to action to keep players regularly engaged. While initial development and marketing costs can be $175,000-$522,000 per game, successful games generating 400,000 daily active users can yield annual revenues of $770,000-$12.3 million.
1. The document discusses how mobile and social media are important for modern marketers.
2. It provides an overview of key concepts like social media, how it has evolved, and how brands can use platforms like Facebook, Twitter, and reviews.
3. The document also covers mobile marketing and how brands are using mobile technologies like SMS, coupons, apps and location-based services to engage customers.
Freemium mobile games dominate the mobile app market, generating over 90% of revenue. They are becoming more social over time, as the most successful games employ social mechanics. The majority of non-paying mobile game users are women over 30, who favor match-three, solitaire, slots, and tycoon games. Retention rates for freemium games have nearly tripled from 16% to 41% since 2009, showing developers have abandoned short-term thinking and focus on long-term player relationships.
Zynga needs to renew itself by fostering innovation and bringing together its resources. It was very successful early on with games like FarmVille but then lost market share. It is now much smaller than competitors like King Digital, maker of Candy Crush, and has suffered financial losses. Zynga is focusing more on mobile games and recently announced job cuts to reduce costs and foster more creativity. It will need to continue adapting to the shifting mobile market to regain success.
Social gaming refers to playing games as a way of social interaction rather than alone. It includes casual, board, multiplayer, role playing, and alternative reality games. Online gaming has grown over 1300% in the Middle East since 2000, attracting many users. Gaming can increase learning skills like muscle memory and competitive spirit. Zynga is a social gaming platform known for games played with friends on websites, phones, and online. It was founded in 2007 and popular games include Farmville. Zynga was initially criticized for "scam ads" but now screens all third party ads to ensure a fun user experience.
Zynga is a social game developer founded in 2007 with over 320 million users. It is best known for games like FarmVille and CityVille. Zynga has grown aggressively through acquisitions and new games, now employing over 1300 across 13 studios in 6 countries. While games are free to play, Zynga generates billions in revenue through virtual goods purchases in games. There is potential for Zynga to create its own social gaming network and become the dominant player in its industry.
Social gaming refers to casual games designed to be played with friends on social platforms. It has seen tremendous growth, with over 200 million monthly active users. Key factors driving its rise include the opening of social networks to third-party developers and the growth of mobile devices and internet access. Social games are designed around player engagement loops that use visible progress, positive emotions, and social calls to action to keep players regularly engaged. While initial development and marketing costs can be $175,000-$522,000 per game, successful games generating 400,000 daily active users can yield annual revenues of $770,000-$12.3 million.
1. The document discusses how mobile and social media are important for modern marketers.
2. It provides an overview of key concepts like social media, how it has evolved, and how brands can use platforms like Facebook, Twitter, and reviews.
3. The document also covers mobile marketing and how brands are using mobile technologies like SMS, coupons, apps and location-based services to engage customers.
Freemium mobile games dominate the mobile app market, generating over 90% of revenue. They are becoming more social over time, as the most successful games employ social mechanics. The majority of non-paying mobile game users are women over 30, who favor match-three, solitaire, slots, and tycoon games. Retention rates for freemium games have nearly tripled from 16% to 41% since 2009, showing developers have abandoned short-term thinking and focus on long-term player relationships.
This document discusses virtual worlds and online games. It provides statistics on gaming participation rates that show gaming is booming. It discusses the size and growth of the web-based and mobile online game market. It also outlines evolving business models for online games, including virtual goods, franchises, subscriptions, advertising, free-to-play models with microtransactions, and in-game advertisements. The document emphasizes that games are being played by everyone and are becoming a major social platform.
Find out what we can do for your brand!
- Mobile centric social media entertainment brand offering chat, groups, games, miniblog
70 million registered users with over 1-2 million daily active users
- Global brand
- Popular in developing markets from Asia to Africa to the Middle East
- Indonesia is No.1 market with 35m users
Mig33 is a mobile social media brand with 70 million registered users across developing markets in Asia, Africa, and the Middle East. It offers chat, groups, games, and miniblogs to its primary demographic of 14-25 year old urban females. Indonesia is its largest market with 35 million users. Mig33 discusses potential partnerships where brands can create branded pages and promotions, run games and contests, and distribute virtual gifts to engage Mig33's community.
Mobile & Online Gaming Potential In South East AsiaRobin Ng
An overview of the mobile and online gaming potential in south east asia. South East Asia or SEA is the next potential region to grow for gaming whether on mobile or online.
The region has more than 689m in population and most of the population are young and hungry for content, media and games
the slides are presented at casual connect asia in singapore.
China Video Games Market & Marketing - Philip DriverPhilip Driver
The Chinese video games market was worth $9.7 billion in 2012, a 35% increase over the previous year, with the vast majority ($9.1 billion) coming from online games. China is already the world's largest PC digital games market, worth $6 billion in 2011. By 2017, the total revenue from video games in China is projected to top $21 billion assuming 12% annual growth. While large, China's games market is still developing, unlike more mature markets like the US. Mobile gaming is a small but rapidly expanding segment in China. Popular game genres in China include MMOs, social games, and free-to-play titles. Leading game publishers in China include Tencent, NetEase
Social Gaming is not a blip but the start of something, a potential disruptive but positive force in the gaming market. It is a viable business model with key differences in product characteristics when compared to traditional online gaming.
This document summarizes the rise of social media and internet usage in Indonesia. It notes that in the 1990s, internet usage was mainly by corporations, but the growth of platforms like Facebook and Twitter in the 2000s and 2010s led to explosive growth among individual users as well. Now, internet and social media influence all aspects of society and business. The document then describes the services offered by RocketBrand to help businesses leverage social media and digital marketing to connect with customers.
Social gaming has grown into a multi-billion dollar global industry since 2010, led by companies like Zynga, Playfish, and Playdom. These companies pioneered the free-to-play model with microtransactions. The success of games like Farmville and Pet Society established this model. Mobile gaming then accelerated the industry's growth through platforms like the iPhone and Apple's in-app purchase system. Social gaming companies have since focused on expanding internationally, innovating game production, improving monetization, and developing engaging community features to continue the industry's growth.
Social Gaming for the Next Billion GamersAnuj R KHANNA
Star Arcade is an independent social games publisher that aims to bring gaming to the next billion gamers in developing markets. They develop free-to-download, multi-platform mobile games that can be played across devices, operating systems, and networks. Star Arcade sees an opportunity to engage gamers in emerging markets who may not be able to afford expensive devices or consistent high-speed internet access. Their games are designed for social interaction and competition to provide an engaging gaming experience on mobile phones, which are many consumers' first online device.
Karl Bunyan - “Indie Game Developers and the Facebook of Doom”iPlatform
The document discusses the past, present, and future of independent Facebook game developers. It outlines four episodes in Facebook gaming so far: the pioneering debut, the difficult sequel, increased quality and maturity, and predicts the coming year could be the "lame cash-in episode." It notes indies are up against large companies with significant resources and advises indies to focus on niche audiences, player retention over virality, average revenue per user, quick iteration, and building a portfolio to survive the coming year.
Navigating through the South East Asia Mobile EcosystemRobin Ng
This is a slide deck that is presented at MGF Event in seoul. it provides an overview of the southeast asia mobile environment, smartphone distribution and the points to take note for publishing in the key countries in South East Asia.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
On March 14, 2011 Alex Hachey presented TAG: The Mobile Assassination Game at SXSW Interactive.
How can a game change our social experiences? Learn how latest advancements in augmented reality, location based apps, and mobile game play are shaping our social experiences in this detailed & interactive case study featuring TAG, The Mobile Assassination Game. TAG: Allows players to track & tag their targets using location and social tools on their mobile phones. This intersect of Social meets Mobile meets Good old competitiveness is opening new doors in social, mobile, & gaming experiences.
The document discusses the history and future of social gaming company Zynga Inc. It notes that while Zynga was very successful with games like FarmVille, generating $1 million in revenue per day at its peak, the company's stock price has fallen significantly since 2011. Currently, Zynga is focusing on accumulating cash through acquisitions while strengthening its Texas Hold'em Poker game by entering the real money gambling market. Many analysts believe Zynga's strategy positions it to potentially earn profits again in the future through new hit games, expansion into real money gambling, or an acquisition by a larger company seeking a gaming platform.
Here are a few key points from the article:
- Aveline de Grandpré is one of the first prominent black female protagonists in a major video game.
- The developers wanted to create a believable mixed-race character for 18th century New Orleans and researched historical tropes around race at the time.
- They avoided trying to represent the entire black experience through one character, instead showing different perspectives through other characters she interacts with.
- It was important to the developers to create a strong female protagonist who was not defined by her gender or race alone.
So in summary, the developers took a thoughtful approach to representation by grounding Aveline's character in historical context but avoiding
The document discusses how social media has changed how brands and consumers interact. It provides examples of how brands are using social media platforms like Facebook, Twitter, and YouTube to directly engage with consumers, provide customer support, distribute promotional content and discounts, and gamify the consumer experience. The examples demonstrate how brands are able to increase user engagement, drive sales, and gather user feedback through creative social media initiatives.
TikTok marketing has emerged as a digital trend for companies and brands. TikTok grew significantly in popularity during the 2020 pandemic. It allows users to create and share short videos. Given its large user base, especially among younger demographics, companies have begun using TikTok for marketing. Some strategies include influencer marketing by partnering with popular TikTok creators, paid advertisements, and creating original content to engage users. Dunkin' partnered with top TikTok influencer Charli D'Amelio for its "The Charlie" campaign, which resulted in increased app downloads and sales.
This document discusses using social features to optimize apps and services. It provides examples of companies like Amazon, Foursquare, Quora, Instagram, and Pinterest that have successfully used a social graph to increase sales and engagement. General tips are given such as using Facebook and Twitter, making sure share buttons work properly, and developing for mobile first. Trends mentioned include social features being added to solitary activities, social impacting the real world through companies like AirBnB, and content being consumed in short snippets.
Domino's Pizza was founded in 1960 in Michigan and has since expanded to over 10,000 stores in 70 countries, making it the second largest pizza chain worldwide. In 2009, a video went viral showing unsanitary practices by Domino's employees, which hurt sales. Domino's responded on social media, creating a Twitter account where the CEO apologized. Now Domino's actively engages on all major social media platforms, with over 500,000 Twitter followers and 9 million Facebook likes. Their social media presence helps customers order pizza and track orders online.
This document discusses virtual worlds and online games. It provides statistics on gaming participation rates that show gaming is booming. It discusses the size and growth of the web-based and mobile online game market. It also outlines evolving business models for online games, including virtual goods, franchises, subscriptions, advertising, free-to-play models with microtransactions, and in-game advertisements. The document emphasizes that games are being played by everyone and are becoming a major social platform.
Find out what we can do for your brand!
- Mobile centric social media entertainment brand offering chat, groups, games, miniblog
70 million registered users with over 1-2 million daily active users
- Global brand
- Popular in developing markets from Asia to Africa to the Middle East
- Indonesia is No.1 market with 35m users
Mig33 is a mobile social media brand with 70 million registered users across developing markets in Asia, Africa, and the Middle East. It offers chat, groups, games, and miniblogs to its primary demographic of 14-25 year old urban females. Indonesia is its largest market with 35 million users. Mig33 discusses potential partnerships where brands can create branded pages and promotions, run games and contests, and distribute virtual gifts to engage Mig33's community.
Mobile & Online Gaming Potential In South East AsiaRobin Ng
An overview of the mobile and online gaming potential in south east asia. South East Asia or SEA is the next potential region to grow for gaming whether on mobile or online.
The region has more than 689m in population and most of the population are young and hungry for content, media and games
the slides are presented at casual connect asia in singapore.
China Video Games Market & Marketing - Philip DriverPhilip Driver
The Chinese video games market was worth $9.7 billion in 2012, a 35% increase over the previous year, with the vast majority ($9.1 billion) coming from online games. China is already the world's largest PC digital games market, worth $6 billion in 2011. By 2017, the total revenue from video games in China is projected to top $21 billion assuming 12% annual growth. While large, China's games market is still developing, unlike more mature markets like the US. Mobile gaming is a small but rapidly expanding segment in China. Popular game genres in China include MMOs, social games, and free-to-play titles. Leading game publishers in China include Tencent, NetEase
Social Gaming is not a blip but the start of something, a potential disruptive but positive force in the gaming market. It is a viable business model with key differences in product characteristics when compared to traditional online gaming.
This document summarizes the rise of social media and internet usage in Indonesia. It notes that in the 1990s, internet usage was mainly by corporations, but the growth of platforms like Facebook and Twitter in the 2000s and 2010s led to explosive growth among individual users as well. Now, internet and social media influence all aspects of society and business. The document then describes the services offered by RocketBrand to help businesses leverage social media and digital marketing to connect with customers.
Social gaming has grown into a multi-billion dollar global industry since 2010, led by companies like Zynga, Playfish, and Playdom. These companies pioneered the free-to-play model with microtransactions. The success of games like Farmville and Pet Society established this model. Mobile gaming then accelerated the industry's growth through platforms like the iPhone and Apple's in-app purchase system. Social gaming companies have since focused on expanding internationally, innovating game production, improving monetization, and developing engaging community features to continue the industry's growth.
Social Gaming for the Next Billion GamersAnuj R KHANNA
Star Arcade is an independent social games publisher that aims to bring gaming to the next billion gamers in developing markets. They develop free-to-download, multi-platform mobile games that can be played across devices, operating systems, and networks. Star Arcade sees an opportunity to engage gamers in emerging markets who may not be able to afford expensive devices or consistent high-speed internet access. Their games are designed for social interaction and competition to provide an engaging gaming experience on mobile phones, which are many consumers' first online device.
Karl Bunyan - “Indie Game Developers and the Facebook of Doom”iPlatform
The document discusses the past, present, and future of independent Facebook game developers. It outlines four episodes in Facebook gaming so far: the pioneering debut, the difficult sequel, increased quality and maturity, and predicts the coming year could be the "lame cash-in episode." It notes indies are up against large companies with significant resources and advises indies to focus on niche audiences, player retention over virality, average revenue per user, quick iteration, and building a portfolio to survive the coming year.
Navigating through the South East Asia Mobile EcosystemRobin Ng
This is a slide deck that is presented at MGF Event in seoul. it provides an overview of the southeast asia mobile environment, smartphone distribution and the points to take note for publishing in the key countries in South East Asia.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
On March 14, 2011 Alex Hachey presented TAG: The Mobile Assassination Game at SXSW Interactive.
How can a game change our social experiences? Learn how latest advancements in augmented reality, location based apps, and mobile game play are shaping our social experiences in this detailed & interactive case study featuring TAG, The Mobile Assassination Game. TAG: Allows players to track & tag their targets using location and social tools on their mobile phones. This intersect of Social meets Mobile meets Good old competitiveness is opening new doors in social, mobile, & gaming experiences.
The document discusses the history and future of social gaming company Zynga Inc. It notes that while Zynga was very successful with games like FarmVille, generating $1 million in revenue per day at its peak, the company's stock price has fallen significantly since 2011. Currently, Zynga is focusing on accumulating cash through acquisitions while strengthening its Texas Hold'em Poker game by entering the real money gambling market. Many analysts believe Zynga's strategy positions it to potentially earn profits again in the future through new hit games, expansion into real money gambling, or an acquisition by a larger company seeking a gaming platform.
Here are a few key points from the article:
- Aveline de Grandpré is one of the first prominent black female protagonists in a major video game.
- The developers wanted to create a believable mixed-race character for 18th century New Orleans and researched historical tropes around race at the time.
- They avoided trying to represent the entire black experience through one character, instead showing different perspectives through other characters she interacts with.
- It was important to the developers to create a strong female protagonist who was not defined by her gender or race alone.
So in summary, the developers took a thoughtful approach to representation by grounding Aveline's character in historical context but avoiding
The document discusses how social media has changed how brands and consumers interact. It provides examples of how brands are using social media platforms like Facebook, Twitter, and YouTube to directly engage with consumers, provide customer support, distribute promotional content and discounts, and gamify the consumer experience. The examples demonstrate how brands are able to increase user engagement, drive sales, and gather user feedback through creative social media initiatives.
TikTok marketing has emerged as a digital trend for companies and brands. TikTok grew significantly in popularity during the 2020 pandemic. It allows users to create and share short videos. Given its large user base, especially among younger demographics, companies have begun using TikTok for marketing. Some strategies include influencer marketing by partnering with popular TikTok creators, paid advertisements, and creating original content to engage users. Dunkin' partnered with top TikTok influencer Charli D'Amelio for its "The Charlie" campaign, which resulted in increased app downloads and sales.
This document discusses using social features to optimize apps and services. It provides examples of companies like Amazon, Foursquare, Quora, Instagram, and Pinterest that have successfully used a social graph to increase sales and engagement. General tips are given such as using Facebook and Twitter, making sure share buttons work properly, and developing for mobile first. Trends mentioned include social features being added to solitary activities, social impacting the real world through companies like AirBnB, and content being consumed in short snippets.
Domino's Pizza was founded in 1960 in Michigan and has since expanded to over 10,000 stores in 70 countries, making it the second largest pizza chain worldwide. In 2009, a video went viral showing unsanitary practices by Domino's employees, which hurt sales. Domino's responded on social media, creating a Twitter account where the CEO apologized. Now Domino's actively engages on all major social media platforms, with over 500,000 Twitter followers and 9 million Facebook likes. Their social media presence helps customers order pizza and track orders online.
The future of f commerce- june 29, 2012hessiej.com
The document discusses the potential for future growth of e-commerce through social media platforms like Facebook (F-commerce). While some major retailers have struggled with F-commerce, small and medium businesses are seeing rising revenues from Facebook storefronts. Open Graph integration has boosted visibility and sharing for some apps and companies. However, many consumers remain wary of purchasing directly on Facebook due to privacy and data collection concerns. Overall, F-commerce remains an uncertain prospect, as Facebook's focus shifts away from direct selling and retailers struggle to define their presence on emerging social media channels.
Digital Trends That Are Changing Everything - revisedJeff Hilimire
The document discusses several digital trends that are changing the way people use technology:
1. Facebook has over 400 million active users and is growing rapidly worldwide. Many companies are using Facebook to connect with customers and promote their brands.
2. The concept of "lifestreaming" aggregates all of a person's online activities and interactions into a single stream. This allows people to follow each other's activities across different websites and services.
3. Checking-in through location-based services like Foursquare is becoming more popular. Some businesses are using check-in data to target customers with deals and promotions.
Presented at the California Association for Local Economic Development (CALED) Annual Conference.
Summary: Curious how to use social media to achieve your economic development goals? Learn what tools are out there, how to match your goals up with the social media vehicle that makes sense for you, and get technical knowledge on set-up and maintenance of a social media strategies.
Speakers:
• Nancy Manchester, Economic Development Program Specialist, City of Santa Rosa
• Meaghan Mitchell, The Fillmore Community Benefit District, San Francisco
• Anatalio Ubalde, CEO, GIS Planning Inc. & ZoomProspector.com
• Barry Waite, Business & Employment Development Manager, City of Carson
You can add the economic development Facebook app at http://www.Facebook.com/ZoomProspector
The document discusses how various organizations are using social media effectively. It provides examples of successful social media campaigns by Ford Fiesta, Southwest Airlines, Blendtec, and others. These campaigns engaged audiences, increased brand awareness, drove sales and views. The document also discusses how governments, charities, causes and individuals are using social media for good causes, crowdsourcing, reporting and empowerment. It emphasizes having a plan, identifying advocates, creating helpful content and gaining user trust for successful social media strategies.
Creative that cracks the code, a harvard business review’s marketing article ...Sameer Mathur
After a decade of internet-driven advertising, ads are no longer created solely by art directors but instead utilize new creative strategies. These strategies include using memes and humor (Wonderful Pistachios campaign), games and apps (Coca-Cola China), crowd-sourcing (Oreo Cookies), subtle humor (Kia Motors), social movements (M&S Shwopping), and blending ads with content (Neiman Marcus). For the large Indian market, these strategies could include using memes, prioritizing creativity and simplicity, incorporating humor, and enabling ads as games that leverage the large crowd and smartphone usage.
Social Media For Business | Zurich WorkshopTwoCents Group
This document provides an overview of social media and its importance for businesses. It discusses various social media platforms like Facebook, Twitter, LinkedIn, YouTube and how they can be leveraged. Key metrics around user engagement on these platforms are highlighted. The document also summarizes best practices for an effective social media presence like having a plan, staying on brand, constant communication and being helpful to the audience. Measurement of social media efforts and return on investment are also touched upon.
Why You Need to be on Facebook - Digital Dealer MagazineRalph Paglia
The document discusses how several automotive dealerships, including Sage Automotive Group and Galpin Ford, have leveraged social media platforms like Facebook and Twitter to connect with customers and increase sales. Sage Automotive Group was one of the first dealerships on Facebook, though it took some back-and-forth with Facebook to establish a business page, and the dealership has seen responses to promotions within minutes of posting on social sites. The document advocates that dealerships should encourage salespeople to set up personal social media profiles linked to the dealership's pages to further expand their online reach.
Facebook grabbed 18% of the global mobile advertising market in 2014 and saw an 80% increase in users over 55 but a 25% drop in younger users. Facebook offers unique targeted advertising capabilities based on demographics like location, interests, age, and political views. Success stories include Coca-Cola generating 27% of its incremental sales from Facebook ads and Bud Light reaching 22.8 million households through Facebook for a 6x return on advertising spend. Facebook acquired WhatsApp for $19 billion, gaining over half a billion messaging users for the free app.
Influence of new media in creating new marketsShiraz Latiff
The document discusses how new media has shaped new markets through social revolutions. It outlines how the 2011 Arab Spring was driven by new media like social networks, mobile phones, and YouTube which allowed individuals to participate in protests. New media gives power to individuals by allowing real-time sharing of information. The rise of social media has created new opportunities for businesses, with over 70% using platforms like Facebook, Twitter, and LinkedIn. The document provides several examples of how companies have successfully used social media and new media platforms to engage customers, create new business models, and increase sales and profits. It concludes with ten rules for businesses to effectively engage on social media.
IT Vision is an Egyptian digital marketing agency that has been serving over 500 clients since 2000. They specialize in social media marketing services including creating and managing branded pages and accounts on Facebook, Twitter, YouTube, and LinkedIn. Their services aim to increase brands' online presence, fan/follower bases, and word-of-mouth marketing through social platforms. Clients can expect benefits such as more engaged audiences and customers, improved search engine rankings, and increased sales.
Social media is online communication channels used for sharing information among friends and communities. Popular social media sites include Facebook, Twitter, YouTube, and LinkedIn. Flipkart, an Indian e-commerce company, uses various social media platforms for purposes like marketing, promotions, customer engagement, and hiring. LinkedIn is used for talent acquisition and networking, while Twitter, YouTube and Facebook are used to connect with customers, advertise products, and build the Flipkart brand. Pinterest allows Flipkart to visually market products and leverage social sharing.
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The Most Inspiring Entrepreneurs to Follow in 2024.pdfthesiliconleaders
In a world where the potential of youth innovation remains vastly untouched, there emerges a guiding light in the form of Norm Goldstein, the Founder and CEO of EduNetwork Partners. His dedication to this cause has earned him recognition as a Congressional Leadership Award recipient.
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During the budget session of 2024-25, the finance minister, Nirmala Sitharaman, introduced the “solar Rooftop scheme,” also known as “PM Surya Ghar Muft Bijli Yojana.” It is a subsidy offered to those who wish to put up solar panels in their homes using domestic power systems. Additionally, adopting photovoltaic technology at home allows you to lower your monthly electricity expenses. Today in this blog we will talk all about what is the PM Surya Ghar Muft Bijli Yojana. How does it work? Who is eligible for this yojana and all the other things related to this scheme?
AI Transformation Playbook: Thinking AI-First for Your BusinessArijit Dutta
I dive into how businesses can stay competitive by integrating AI into their core processes. From identifying the right approach to building collaborative teams and recognizing common pitfalls, this guide has got you covered. AI transformation is a journey, and this playbook is here to help you navigate it successfully.
Prescriptive analytics BA4206 Anna University PPTFreelance
Business analysis - Prescriptive analytics Introduction to Prescriptive analytics
Prescriptive Modeling
Non Linear Optimization
Demonstrating Business Performance Improvement
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2. How Was
Zynga so
Successful?
•20 Million apps
downloaded Daily
•2.5 Million websites
currently integrated
into Facebook
•750 Million active
users on Facebook
3. Man
Behind
the
Curtain
•Co-founder and
current C.E.O, Mark
Pincus
•Creator of Farmville
•Farmville’s success is
what led to his
promotion
4. Zynga has
become the
Google of
games
•Mafia Wars,
Farmville, and Texas
Hold’em are three of
its most successful
games on Facebook
•Makes money from
not only games but
also merchandising
and advertising
5. Zynga is the
best example to
date of a
company using
social media as
a spring board
•As Facebook
expanded, so did
Zynga
•Company’s can learn
from Zynga’s business
model of pure
flexibility and taking
advantage of a social
media market.
6. Thank You
For your time and cooperation and strive to think of
the next successful idea or company in order to tap
into the social media marketplace!