Tag Archives: goods

ZYNGA IPO: A Closer Look at The Financials

Zynga’s filing to go public has allowed for a complete view of the company’s business model and various revenue generation channels. Articles and analysis from:

GigaOM ” Zynga completed seven acquisitions in 2010, according to the IPO filing. Together, the purchase prices of all those deals totaled $101.6 million; $35.2 million of that was in stock, and $66.4 million was in cash.  “

The Wall Street Journal ” Though only a small percentage of players make up “nearly all” of Zynga’s revenue, the amount spent on its virtual goods is soaring. Revenue for the first quarter this year jumped 133% to $235.4 million from under $101 million in the year-ago period. “

CNET ” For one, Zynga reported that it has 232 million monthly active users and 60 million daily active users from 166 countries around the world. Every second, 38,000 virtual items are created in its wildly popular worlds. Each day, 2 billion minutes are logged in Zynga’s titles. “

The Wall Street Journal ” Also impressive is that Zynga isn’t paying lots to attract users. Unlike Groupon, for instance, which spends heavily on marketing, Zynga says it “acquires most of its players through unpaid channels.”

The New York Times  ” By far, the founder of Zynga has the largest stake in the company. Mr. Pincus and his related entities own 91,385,846 class B shares — about 16 percent of the pool. He also owns all of the available Class C shares (20,517,472 shares). “

 

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Filed under CityVille, Facebook, Facebook Credits, FarmVille, gaming, mobile, online, social games, Virtual Currency, virtual goods, Zynga

Facebook Credits poised for a massive 2011.

SFGate discusses the growing momentum of Facebook’s virtual currency, “Facebook Credits”. From the article:

” Facebook members use a regular credit card, PayPal account or mobile phone account to buy a certain value of Facebook Credits, starting with 15 credits for $1.50. Facebook Credits accepts payments using 15 currencies, including dollars, euros and yen.”

Learm more about the virtual currency revolution at VirtualCurrencyNews.com

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Filed under Facebook, Facebook Credits, social games, Virtual Currency, virtual goods

Give Crowdstar Credit(s)

Social Game developer Crowdstar chooses to use Facebook Credits as their exclusive in-game virtual currency platform. Articles and analysis from:

Financial Times ” Facebook wants developers to start using Credits in a big way as it works to build a system similar to Apple’s iTunes, where users make lots of small purchases with a credit card kept on file.”

Forbes ” And though Facebook takes a cut of the virtual currency pie, Credits evangelists like CrowdStar say that using the unified virtual currency system has translated into increased overall sales.”

InsideFacebook ” While CrowdStar could be seeing the benefits of Credits from other factors, like improved interface design, its relationship with Facebook does look beneficial to the company.”

VentureBeat ” Terms were also not disclosed for the Crowdstar deal, but Hiro said that Crowdstar’s share of virtual currency transactions will be 70 percent. ”

Gamasutra ” The Ireland-based studio also says Credits plays a key role in its international expansion, as it’s the exclusive virtual currency used in the recently launched French, Italian, German, Spanish and Turkish versions of Happy Aquarium.”

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Filed under Crowdstar, Facebook, social games, Virtual Currency

China’s vast Virtual Economy

CNN reports that China has a more advanced virtual economy than the US. From the article:

” China has many more developers of online games and services than in the United States, a factor industry watchers say has encouraged competition and innovation. The crowded field, however, have fought to turn profits. Selling virtual goods, so far, has yielded the most success.”

Informa Telecom & Media conducted an excellent report that examines  growth rates and types of activities on mobile social networks in China.

” Social networking is expected to drive the data business and Chinese operators are learning fast about how much consumers are willing to pay.”

Additional analysis of the report from a social gaming perspective from ZDNet Asia

EXTRA! PRNewsWire provides highlights from Tencent’s 2009 Annual report

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Earning your Virtual Currency

TechCrunch reports on a recent Comscore study shows that 53% of social gamers would be willing to consider marketing offers to earn their virtual currency.

CNET disects the research

PR Newswire – Press Release

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