Zynga should expand its business to Asia, especially China, by partnering with Renren, one of China's largest social networks. This would provide Zynga with over 162 million potential new users in China and estimated new revenues of $280 million. Partnering with Renren is more efficient than other alternatives as it allows Zynga to quickly reach a large new user base through translating and localizing existing games for the Chinese market. While there are challenges like cultural differences, high competition in China can be addressed through localizing Zynga's platform and partnering with Chinese game developers. Overall, expanding into Asia is recommended to turnaround Zynga's declining performance.
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.
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market
value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific
region as well as emerging markets such as the Middle East are also high growth areas.
This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile
gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile
gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development
companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and
telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
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.
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market
value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific
region as well as emerging markets such as the Middle East are also high growth areas.
This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile
gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile
gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development
companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and
telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
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.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
Clipperton Finance Whitepaper: The new era of social gaming, who can topple Z...Clipperton Finance
A research paper covering the trends and evolutions in the social gaming space.
Many questions are in the investors’ minds as Zynga prepares for a mega IPO while the growth in usage has been slower since the change of rules imposed by Facebook.
This report highlights the main changes in the market since early 2010 and focuses on the European landscape where quality developers have emerged.
We will also take a look at the potential strategies to be a winner in the new context of social gaming.
European companies featured in the newsletter include: Wooga, King.com, Kobojo, Peak Games, MegaZebra, Pretty Simple, Social Point, Ubisoft, Weka Entertainment, SocialPoint
How to presentation on raising money for a game company with: an overview on the game sector from financial perspective, why to raise money, funding readiness, how much to raise, types of potential investors and how to raise the funding. From Paul Heydon at Avista Partners.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
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.
soZZial is a unique social gaming application providing real SOCIAL and ENTERTAINING gaming experience. We are raising funds to complete pivoting system and achieve cash-flow positive.
Win Together in China – The Most Valuable Data for China Gaming Market | Jex LiJessica Tams
Delivered at Casual Connect Tel Aviv 2016 |
This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
Challenges And Potentials for Indonesia Game Developer IndustryMarlin Sugama
As the industry grows, game developer is a promising new profession in Indonesia, this presentation was developed to give insight to potential game developer on the opportunities and challenge they will face once they enter the industry.
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.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
Clipperton Finance Whitepaper: The new era of social gaming, who can topple Z...Clipperton Finance
A research paper covering the trends and evolutions in the social gaming space.
Many questions are in the investors’ minds as Zynga prepares for a mega IPO while the growth in usage has been slower since the change of rules imposed by Facebook.
This report highlights the main changes in the market since early 2010 and focuses on the European landscape where quality developers have emerged.
We will also take a look at the potential strategies to be a winner in the new context of social gaming.
European companies featured in the newsletter include: Wooga, King.com, Kobojo, Peak Games, MegaZebra, Pretty Simple, Social Point, Ubisoft, Weka Entertainment, SocialPoint
How to presentation on raising money for a game company with: an overview on the game sector from financial perspective, why to raise money, funding readiness, how much to raise, types of potential investors and how to raise the funding. From Paul Heydon at Avista Partners.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
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.
soZZial is a unique social gaming application providing real SOCIAL and ENTERTAINING gaming experience. We are raising funds to complete pivoting system and achieve cash-flow positive.
Win Together in China – The Most Valuable Data for China Gaming Market | Jex LiJessica Tams
Delivered at Casual Connect Tel Aviv 2016 |
This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
Challenges And Potentials for Indonesia Game Developer IndustryMarlin Sugama
As the industry grows, game developer is a promising new profession in Indonesia, this presentation was developed to give insight to potential game developer on the opportunities and challenge they will face once they enter the industry.
From Idea to Exit, the story of our startupNatalie Downe
Natalie launched the first version of Lanyrd.com with a co-founder and her husband Simon, while on honeymoon in Casablanca. As the site took off, they realized their side project was destined to become something much bigger.
This talk will tell the story of Lanyrd from a two-week proof of concept to a fully-fledged startup, the lessons learned along the way about building and launching a product, running a company, raising investment and the entrepreneurship journey. This is the talk she wished she heard before getting started!
Natalie Downe co-founded Lanyrd, a YCombinator backed startup (W11) that helps companies and individuals get more out of conferences and professional events. She is an experienced product designer, product manager and front-end web engineer. Lanyrd was acquired by Eventbrite in August 2013 and she is now the Director of Frontend Engineering at Eventbrite.
Google/Zynga deal drives July financing results: After starting very slowly (just one deal announced in the prior week) July financing increased substantially as a result of the Google/Zynga financing ($100-200 million). Total raised month-to-date is $158.8 million over 12 deals - averaging $13.2 million each. In comparison, total capital raised in July 2009 was $206.5 million, averaging $5.3 million over 39 deals. Excluding Dec 09 and Apr 10, the average monthly total is ~$280 million.
Deals (M&A, Finance)
Google invested a rumoured $100-$200 mm in social game developer, Zynga, bringing that company’s total funding to almost $500 mm (assuming the lower end of the range).
The Gaming sector remains hot – along with Google’s investment in Zynga, The9 Ltd. (Chinese online game developer and operator) invested $5 mm in Delaware-based Aurora Feint (focused on gaming for the mobile space).
A triad of financings in the Social Commerce space this week, including Beyond the Rack ($12 mm), ThredUP ($1.7 mm), and BuyWithMe ($16 mm in a Series B financing).
Sysomos, Canadian social media monitoring firm, was acquired by MarketWire for between $25 mm and $35 mm.
Price performance turns positive
The Web 2.0 public company universe rose this week, with 58% of companies seeing their market cap rise vs. 32% rising and 10% flat.
The latest news about digital goods in Asia, with a global perspective. Presentation given at the Virtual Goods Summit in San Francisco in October 2010.
A presentation I did at DevHour in Mexico City on September 23, 2011. Many of the slides were presented to spark discussion on the recent past, current, and future video game market. I believe that given the right support the LATAM game development community could become the next Canada.
Presentation given in Mexico City on September 23, 2011 at DevHour (similar to a GDC but for Latin America). It represents an overview on the gaming market from recent past, to current, to near future. A few predictions and lots of conversation. I firmly believe that with the right support from outside and the government, Latin American game development can be what Canadian game development is today in 3-5 years.
Career Tips for Fresh Graduates:
1. Know Yourself
2. Show Your Works
3. Build Relationship
4. Interview
5. Follow Up
More information:
https://blog.anggriawan.com/2019/03/tips-untuk-fresh-graduates.html
Business Model for Companies & Personal Life
http://anggriawan.web.id/2014/02/business-model.html
References:
- "Business Model Generation" by Alexander Osterwalder & Yves Pigneur
- "Business Model You" by Timothy Clark
Sharing about my life in Korea.
References:
- Prof. Martin Hemmert, "Tiger Management" (2012)
- The Economist, "Putting in the hours" (2008)
- OECD Factbook (2009)
Course: Entertainment Industry Analysis
Date: Feb 20, 2013
Reference:
Richard Ivey School of Business Foundation – "Paramount Pictures: The Transformers Dilemma"
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
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Unveiling the Secrets How Does Generative AI Work.pdfSam H
At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
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Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...
Zynga: Turning The Tables
1. Turning the Tables for Zynga
IM661 Entertainment Industry Analysis – KAIST Business School
Team: Inseok Kim, Noksil Kwon, Anggriawan Sugianto
2. Turning the Tables for Zynga
Outline
1. Environment
2. Company Profile
3. Problem
4. Alternative Solutions
5. Recommendation
turn the tables
• (idiomatic) To reverse a situation, such that the advantage has shifted to the party which was
previously disadvantaged.
4. Game Industry
1980 2010
1990
1970
2000
Boom
Arcade & Console Crisis DDR Wii, Kinect,
Arcade: Live move
Space Famicom
Galaxy
Invader
Boom Distribution, Subscription,
Ad, Freemium, Social
PC & Web Web
Space
Game
War
Boom
Tetris, N-Gage
Snake
Mobile & Handy Nintendo DS
Touch Screen
iPhone,
App
6. Zynga Inc.
From 2007 to 2012
Founded in 2007,
Trading on NASDAQ since 2011,
Acquired around 25 companies including video game maker, board game company
and online poker tracker company,
Opened over 18 satellite offices and international studios in Japan, China, German, U.K. and India,
Operating 27 games of arcade, casino, simulation genres.
1400 1400 100%
90%
1200 1200
80%
1000 1000 70%
Ad. 60%
800 DAU 800
Pokers 50% Inter.
600 MAU 600
Others 40% US
MUU
400 400 Ville 30%
20%
200 200
10%
0 0 0%
2011 2012 2011 2012 2011 2012
Users Revenues Revenues by Geography
8. Symptoms
Bearish Stock Price
• Dec 16, 2011: IPO at $10
• Mar 2012: Highest price ever at $14.5 (+45%, 2 month after IPO)
• Nov 2012: Lowest price ever at $2.09 (-79%, 11 month after IPO)
• Mar 2013: $3.42 (still -65.8% since IPO)
Employment Termination
• Feb 2013: Zynga closes 4 offices: New York, Baltimore, Austin (TX), McKinney (TX)
– All four of the offices had recently lost their leaders, and many were associated with big flops for the
struggling maker of social games.
• Dan Porter, GM of Zynga NY (and ex OMGPOP CEO) felt its employees are not happy
– Ex-engineers also felt dissatisfied with company direction
• Mass layoff in several offices, while executives and creative talents have already resigned before
Out of Competition
• Zynga closed PetVille, Mafia Wars 2 and nine other games
• Zynga‟s games even are not listed in the top-10 most profitable mobile games (2013)
9. Causes
Over-reliance to Facebook
• “Mutual” relationship
• 12% of Facebook‟s revenue (2011) came from partnership with Zynga
– It was $445 million of $3.71 billion in sale
– Payment: Facebook takes 30% virtual goods transaction
– Advertising: Zynga spent on Facebook advertising
• Zynga users also increase Facebook pageview Good for Facebook advertisers
• 94% of Zynga‟s revenue (2011) came from Facebook
– Facebook accounted for 81% of Zynga‟s accounts receivable
Unprofitable Users
• Zynga relies on a small percentage of users for nearly all of its revenue (whales)
– Less than 10% of users spend money
– Less than 1% of users are responsible for between 25-50% of the company‟s revenue
10. External Factors
Opportunity Threat
Game Industry Facebook’s Growth
• Game industry is growing fast, especially in • Zynga and Facebook revised their long-
online multiplayer games and social/casual term partnership by changing their
games. agreement.
• Zynga has the resource to develop more • Now Facebook is free to develop their own
games. games.
Online Gambling Competition
• The future of online gambling seems good • Barrier to entry for social network-based
for Zynga‟s current financial games in general is relatively low.
situation, although it‟s not good for their • This situation can distract Zynga‟s potential
reputation. new users to other options.
Mobile Games Mobile Games
• Mobile game industry is growing fast. • Zynga has limited killer apps in mobile
• Zynga‟s games are well-matched with games compared to the competitors.
mobile and Zynga has resources to
develop.
11. Key Question
How should Zynga grow its business
to turn the table and regain its credibility
from the shareholders ?
13. Alt1: Farm! New Location Ville!
Zynga should expand its business to Asia market, especially China
• Based on Q4/2012 report, 59% of Zynga‟s revenue came from US market, while the remaining 41% were from
International market.
• Meanwhile, there is a significant growth in online/mobile video games industry in Asia, especially in China. The growth of
online/mobile game in China is 266% larger than in US.
• Therefore, business expansion to Asia/China market is a great alternative.
Strategy 2007–2011 growth in online/mobile
PARTNERSHIP WITH RENREN video games (US$ millions)
Russia 687
• Renren is one of the biggest social networking services in China, with
United States 1286
162 millions of registered users (2012). Japan 1376
• Renren is strong in MMORPG & casual gaming, but not in social South Korea 1750
gaming. China 4707
• Why Zynga-Renren partnership is beneficial to both: 0 1000 2000 3000 4000 5000
1. Zynga can expand its user base to Asia, especially China as the
biggest market, and generate more revenue. Online Game Market (US$ billions)
2. By enhancing their game portal with Zynga‟s successful 35
1
2
games, Renren can increase its MAU rate. (it was just 26.5% in 30 1
2 4
2011). 25 1 4
4
3
1 4
20 1 3
3
3 11
15 1
Additional Strategy 1
2
3 9
0
1 7
• Build the localized version of Zynga’s game platform: zynga.cn 10 2 3 6
2
• Build partnership with local game developers to distribute their games 5 3
4
10 11
7 8
into Zynga‟s platform, or do acquisitions of local game company. 4 5
0
• Fork existing Zynga games into local language 2009 2010 2011 2012 (E) 2013 (E) 2014 (E)
China Korea Europe N. America Japan Others
14. Alt1: Farm! New Location Ville!
Zynga should expand its business to Asia market, especially China
PARTNERSHIP WITH RENREN
Benefits Costs
China Internet growth Cultural difference
• Increasing Internet usage & online game market • Cultural discount for non-casual games
• Increasing spend on gaming industry • Language barrier
• Growth in mobile Internet users • Adaptation on various Chinese App-stores
Future prospect Regulation issue
• China‟s population is over 1.3 billion, the largest in the • Anti-addiction or fatigue system government program
world • Low intellectual property right enforcement
Lock-in Effect High competition
• Social games with social networking service can grab • Native-China companies & big foreign companies
the users consistently
Competition
Tencent‟s QQ game portal, Shanda, Netease, The9, ChangYou, Weibo Games, Rovio
15. Alt2: Farm! New Education Ville!
Zynga should develop & publish social educational games
Strategy
Characteristics Of Zynga games
B2B PARTNERSHIP WITH AMAZON • Social
• Games with friends
• Bundle Zynga games with Digital Textbooks
• Educational
• Using educational characteristics of Zynga • Construction and Management Simulation
games, cooperate with Amazon and plant Zynga‟s (Farmville, CityVille)
games on Digital Textbooks or service them through • Mathematic Puzzle
Digital Textbook platform „Whispercast‟ (Drop7)
• Linguistic Puzzle
(Words with Friends)
Backgrounds of Digital Textbooks
• Estimated revenues of Digital Textbooks: $1.1 billion
by 2014, $2.5 billion by 2017
• The number of US students under 18: 55 million
• Government policy: Bring digital textbooks to all US
students by 2017
• Main participants of device and platform:
Apple, Amazon
16. Alt2: Farm! New Education Ville!
Zynga should develop & publish social educational games
B2B PARTNERSHIP WITH AMAZON
Benefits Costs
Take advantages of characteristics High development cost
• Using social interaction from all around the world users • Modify existing games to educational games
to classmates
• Develop more various types of games
• Utilizing the educational aspects of games
• Adopting window effects
Company brand image
Follow changes of environment
• Improve company image to become education-friendly
• Proliferation of Digital Textbooks
• US government announced to bring digital textbooks to
all US students by 2017 and Amazon launched Competitive advantage
„Whispercast‟ as a platform. • Amazon is less competitive than Apple in digital
Get stable revenue stream textbook market
• Hardly changeable curriculums
Take Prior occupation of the Market
• Target the new market of digital textbooks and new
industry of gamification
Competition
Apple‟s iBooks textbooks for iPad
17. Alt3: Farm! New Monetization Ville!
Zynga should enhance its business in mobile platform
• Sales of Smartphones overtake those of PCs since 2011.
• More Facebook users connect the service via the mobile. However, FB doesn‟t provide mobile game platform and
Zynga‟s high reliance on FB may affect its growth negatively.
• In mobile area, freemium (in-app-purchase) model is growing fast.
!
Strategy
ACQUISITION OF WHATSAPP
• Zynga can secure additional revenue stream in mobile gaming area
through WhatsApp.
• Mobile is the most fast growing and WhatsApp is the largest Mobile
Messaging Service.
What about WhatsApp?
• World largest Social Network Messaging service with over 300M Src:Gartner,2012
active users
• However, revenue model is limited to subscription ($0.99/year with 1
year free, other OS) and pay-per-download($0.99, iOS) for
messaging App
• Recently they announce that WhatsApp for iOS will change to
subscription with 1 year free for improving their revenue stream
• Many competitors with other values are existing:
Vibe, LINE, Facebook Messenger, MessageMe, KakaoTalk
18. Alt3: Farm! New Monetization Ville!
Zynga should enhance its business in mobile platform
ACQUISITION OF WHATSAPP
Benefits Costs
Zynga’s game is well matched with Mobile WhatsApp has been focusing only on messaging
• Zynga‟s specialty is casual and social games which are service
popular game genre for mobile
• Currently WhatsApp want to keep their service simple
• Zynga already launched several popular games and
and clean
they can re-utilize for converting to new mobile platform
• WhatsApp API which is necessary for developing
WhatsApp is the largest mobile messaging
games for WhatsApp Platform are not ready
• Zynga can secure a number of gamers in a short period
of time through the WhatsApp users
Freemium gaming market is growing fast WhatsApp may be overvalued
• Freemium game and In-app purchase revenue • Many companies, except Zynga, have eyes on
generating (39% 65%, AppStore) WhatsApp
• Zynga‟s games are basically free-to-play and in-app-
purchase model. So they don‟t have to change their
No Killer contents for mobile, Zynga may need
revenue model
new promotion and marketing investment
Zynga can get a game promoting tool and can give
networking tool for users
Competition
KakaoTalk, LINE Messenger
20. Recommendation:
Farm! New Location Ville!
Zynga should expand its business to Asia market, especially China
• Asia is the largest video game market at $24 bn. in 2011, and projected to grow 10.3% on CAGR to $40 bn. in 2016.
• Three of the top four video game markets in the world are in Asia: China, Japan, Korea.
• Online & wireless games, which are part of Zynga‟s core competences, contributes a larger share of total spending in
Asia than in other regions.
• Partnership with RENREN will give Zynga new large user base as well as new revenue source from China market.
Competitive Analysis Alt 1 Alt 2 Alt 3 Number of Users
Number of Users H ML MH
Brand Profit Margin per
Profit Margin per User ML MH M
Awareness User
Game Quality M MH M
Cost Efficiency H MH M
Brand Awareness MH ML H
Cost Efficiency Game Quality
Avg. Score (L=1, ML=2, M=3, MH=4, H=5) 3.8 3.2 3.6
Alt-1 Alt-2 Alt-3
Quantitative Analysis Qualitative Analysis Future Consideration
Zynga will have > 162 million NEW Partnership with Renren is the most • Partnership or acquisitions of
potential users efficient alternative in term of local game companies
development since it can be started
40 million (est. active users) * $10 soon by just forking and translating • Localized version of Zynga game
(avg. revenue per user) * 0.7 existing games. portal: zynga.cn
(sharing) = $280 million