Raja Jasti’s Blog - Renaissance Thinking

August 11, 2010

Social Gaming Advertising

Filed under: Entertainment, Internet, Media — Tags: — Raja @ 10:31 am

Virtual goods/gifts is the primary business model for social games. Advertising and offers are the other two means of monetization for the fast growing social gaming industry. Emarketer estimates the ad spend on social games in 2010 to be $220M.

For most social games, the primary revenue stream has not been advertising. Instead, virtual goods are dominant. However, companies such as Zynga and Playdom are realizing that their games are logical advertising destinations for marketers wanting to get the attention of rabid fans.

eMarketer expects that marketers will spend $220 million worldwide to advertise in social games and social applications in 2010, rising to $293 million in 2011. These figures do not include ads within mobile applications.

eMarketer’s estimates may end up being conservative as the social game business increases its footprint. According to Next Up Research, nearly 80% of Zynga’s revenues come from virtual goods. Even so, the large audience of games such as Zynga’s Farmville is attracting advertiser attention.

For companies such as Zynga, “Advertising will be an important part of the business model,” said Zynga CEO Mark Pincus, speaking at the Fortune Brainstorm Tech conference in July 2010. However, he added that he believed that future social game advertising types would need to be “invented” rather than being the same things advertisers have already seen.

August 5, 2010

Google buys Slide

Filed under: Entertainment, Internet — Tags: — Raja @ 11:00 am

Social gaming has established itself as an important frontier on the web. Google is playing catch up. It is buying the social app company Slide for $182M.

Slide and RockYou were the early leaders in Facebook apps but were overtaken by social gaming companies such as Zynga, PlayFish and Playdom. So this acquisition was not received well by the media. If Google is buying Slide to for their apps and games, I would agree that this is not a very good move. A better move would have been to go aggressively after Playdom which was snapped up by Disney for $562M recently. There are some other good social gaming companies that are better positioned than Slide. I have a feeling this is not about Slide’s games and apps but rather its technology. Google is looking to build a gaming focused social network and this may be a play to get some tech to integrate into that.

In other social gaming news Zynga is buying tokyo based gaming company Unoh.

July 28, 2010

Google to create a social network for games

Filed under: Entertainment, Internet, Media — Tags: — Raja @ 9:28 am

WSJ reports that Google is preparing to launch a gaming social network to take on Facebook.

Google Inc. is in talks with several makers of popular online games as it seeks to develop a broader social-networking service that could compete with Facebook Inc., according to people familiar with the matter.

Google has been in discussions with top developers to offer their games on a new service it is building, these people said. Those developers include Playdom Inc., Electronic Arts Inc.’s Playfish and Zynga Game Network Inc.—a company in which Google recently took a financial stake, these people said.

It is unclear when Google may launch the new gaming offering and the plans aren’t finalized, but people briefed on the matter said the games would be part of broader social-networking initiative that is under development by the Mountain View, Calif., company.

In an interview this week, Google Chief Executive Eric Schmidt declined to confirm the development of a social-networking service that would incorporate social games, rumored to be called “Google Me.” When asked if Google’s service might resemble Facebook’s, Mr. Schmidt said “the world doesn’t need a copy of the same thing.”

Google’s push into social games represents the latest attempt by the Web-search leader to capture users and advertising dollars that are increasingly flowing to social networking, an area dominated by Facebook, Twitter Inc. and others.

For social-game developers, a successful Google offering would mean they wouldn’t be so heavily dependent on Facebook, where the vast majority of users access the games. Consumers’ appetite for social games is booming— Zynga’s “Farmville” game has more than 60 million active monthly users—and that is attracting bigger players looking to tap new sources of growth. On Tuesday, Walt Disney Co. acquired Playdom for $563.2 million plus up to $200 million more if performance targets are reached. And retailer GameStop Corp. agreed to buy online game distributor Kongregate Inc. for an undisclosed amount.

Disney CEO Robert Iger said Tuesday in an interview that his company views social games as a way to reach consumers in a fragmented media landscape. “People are consuming product in new destinations, on new devices,” Mr. Iger said. “You’ve got to put your product on those devices.”

Social games are less complex than those played on consoles like Microsoft’s Xbox 360 or Sony PlayStation 3. Individuals use the games to interact with online friends in their networks. The developers make money through advertising and by offering users a way to pay for virtual goods in their games that could, for example, help them manage a virtual farm or defeat rival mobsters.

Game developers pay Facebook 30% of the earnings from virtual-good purchases in their games. Google already has an online payment mechanism called Checkout that, in theory, it could use to collect payments for social games on its platform.

A Facebook spokesman said the company wouldn’t speculate about Google’s initiative but said the company expected new social-networking efforts by others and “looks forward to seeing what others have to offer.”

Social gaming is clearly the future of gaming and a key driver for the social networking industry. It has one of the most profitable business models on the web. Recent moves by Google and Disney testify this. Expect more moves from other media companies.

July 24, 2010

Zynga

Filed under: Entertainment, Internet, Media — Tags: — Raja @ 10:24 am

NYT has a feature on Zynga today.

ORIENTATION for new employees of Zynga, the fast-growing maker of Facebook games like FarmVille and Mafia Wars, can be a heady affair given the company’s outsize ambitions — all of which are embodied in Mark Pincus, Zynga’s 44-year-old founder.

In a pep talk this month, Mr. Pincus told his company’s newcomers that he had set out to build an enduring Internet icon, one that was synonymous with fun.

“I thought, it’s 2007, and this can’t be all that the Internet is meant to be,” he said. There has to be more than “a garage sale, a bookstore, a search engine and a portal,” he added in a good-natured putdown of the Web giants eBay, Amazon, Google and Yahoo.

And lest there be any doubt which of those giants Zynga aims to match, Mr. Pincus said the opportunity to build an online entertainment empire was “like search before Google came along.”

So far, he seems on track. The Zynga Game Network, as the company is officially called, is the hottest start-up to emerge from Silicon Valley since Twitter and, before that, Facebook. Unlike Twitter, which has meager revenue, Zynga is on a path to pocket $835 million in revenue this year, according to the Inside Network, which tracks Facebook apps.

While Facebook needed four and a half years to reach 100 million users, Zynga crossed that mark after just two and a half years.

The company has ballooned to nearly 1,000 employees, up from 375 a year ago, and now has some 400 job openings. And investors, including Google and the Netscape founder Marc Andreessen, have put about $520 million into the company. Though some of the money was used to buy out early investors and employees, it’s still a huge sum in Silicon Valley.

Zynga has been valued at more than $4.5 billion, putting Mr. Pincus, who has retained voting control over the company, on a path to become Silicon Valley’s next billionaire. And, not surprisingly, Zynga has caught the attention of people beyond Silicon Valley.

At a recent gathering of media and technology moguls, Jeffrey Katzenberg, the C.E.O. of DreamWorks Animation, was asked what he would do if he were to start his career over. “I said I would like to be Mark Pincus,” he recalled in an interview. “He has nailed the next killer app, the next compelling thing that’s going to happen” in media.

October 26, 2009

Making Millions in Social Gaming

Filed under: Entertainment, Internet — Tags: , — Raja @ 9:28 am

One are of social apps making money is social gaming. The big three in this space are Zynga, Playfish and Playdom. Mike Arrington reviews how these 3 companies make their money.

So much for the first generation of big Facebook/MySpace social application startups. Slide and RockYou both got huge valuations in venture rounds. But a new generation of application developers has taken center stage and are racking up big revenues and their own eye popping valuations: Zynga, Playfish and Playdom.

All three own popular social games on Facebook and MySpace. Zynga’s Farmville has 61 million monthly users. Playfish’s Pet Society has 21 million monthly users on Facebook. And Playdom has 16+ million monthly users of Mobsters on MySpace and Facebook Combined.

All three companies are getting a ton of press and investor attention. Zynga wants to go public next year. Playfish probably already got bought by EA for $400 million or more. And Playdom probably raised an unannounced big chunk of venture capital over the summer.

These three companies may be generating as much as $300 million annually on sales of virtual goods. Need a shotgun to do that next job on Mobsters? No problem. Pay with a credit card, paypal, or your mobile phone and it’s all yours. And people are obviously very willing to buy these virtual goods. Nothing new there.

The goal of all of these games is to get to a higher level, and generally have more fun growing things or killing things faster than your friends. Get addicted to the free version, then start spending to move things along more quickly. Once people are committed, it’s easy to get them to pay. You can read all about it on Business Week.

Except Business Week didn’t mention the dark side of the business at all.

All three companies are willing to give game currency in exchange for offers. Sign up for Netflix. Buy a ringtone subscription. Or energy drinks. Sign up for a credit card. Get car insurance. Take an IQ survey that requires a $9.99/month mobile subscription to see the results. We even found one for arthritis medication. Here’s how it all looks. One executive we spoke with says that 70% of total revenue from these applications may come in from lead generation, not direct payments. Netflix alone will pay $30-$40 for a free trial (requires credit card).

Three companies control most of these lead generation offers: TrialPay (appears to have the most legitimate offers), Offerpal and SuperRewards.

The cycle of all of these games is pretty standard. Get new users playing for free, give them incentives to message all their friends to signup, hit them hard for cash or lead generation for revenue, and move them up the levels. Rinse. Repeat.

One company that caught my attention is Playdom. They rasied a grand total of $0 in funding and are making an estimated $60M. That is the kind of company I like.

August 29, 2009

Insights on Social Gaming

Filed under: Internet — Tags: — Raja @ 10:51 am

Social gaming seems to be a hot sector these days and zynga has made a name for itself in this space (it allegedly makes more than $100M a year).

Sramana Mitra, a strategy consultent, has a very nice blog (see my blogroll). It has an insightful guest post by cindy weng who interviews mark pincus, the founder and ceo of zynga. It the interview he shares some of his vision, strategies and secrets.

Here are some excerpts:

Pincus started one of the first existing social networks,called Tribe.net, and was also an investor in Friendster and Facebook. “I saw the beginning of this whole social networking movement, and lived through it both as a user and as someone working on creating the product experience. I also felt the pain that users had. If you remember, Friendster was going to be huge, and then it fizzled out. A social network that all your friends come to is like a great cocktail party. If it doesn’t have music or any interesting ambiance or entertainment, it will become boring and fizzle out. You get tired of the same people and not having enough to interact with them around. When Facebook said that they were opening their platform to APIs, I was very excited to bring games to their users. All along, I thought games were the killer opportunity to connect users. What Facebook was doing was so innovative in giving you ways to share more information with people; they called it a social utility. It didn’t give you ways to connect with people. People were just hanging out with their friends online, leaving their browsers open, but without the gaming piece, there wasn’t really a way to connect with them.” 

Zynga first released the Texas Hold’em application to give users an entertaining, live environment in which they could play with their friends. Pincus thought that it would be the best way to introduce users to this new concept of gaming within social networks because it was fun and allowed you to play with your real-life friends in a set community. Zynga still almost completely relies on existing social networks such as Facebook and MySpace as hosts for their games. A user cannot play any games on the company website, Zynga.com, but instead can only access games through applications on social networks. The idea behind this is that Zynga is bringing games to the user, not making the user come to them. These games transcend the boundaries of different networks in the sense that a player on Facebook can play with a player from MySpace or any other network that Zynga supports. This strategy allows friends to interact even if they have different social network preferences, and this certainly helps make Zynga’s games universally attractive. At the same time, by crossing the borders of individual social networks, virality takes on a completely different meaning. News and advertisements about these games spread not only within Facebook but expands to all over the Internet. Because Zynga games are so accessible, it comes as no surprise that every game continues to see growth in user numbers, seemingly unstoppable until every corner of every Internet community has been penetrated. A wide variety of game options also helps attract the large user base that Zynga has. Different games have different demographics but there are enough choices to satisfy everyone, even international players.

Attracting users is one thing, but keeping them interested is another. Pincus reveals how Zynga creates what he says are the best products available on the market: “There are three components that make up a great social game. One is that you’re playing with your real friends. Two is that you have an opportunity to invest in the game over time. Unlike most casual games, you can build up more experience points and you can own more items, and have a deeper, more meaningful experience the longer you play like in an MMO. The third is that you can express yourself in the game. There’s room for creativity—the way you can deck out your house in YoVille or the jobs and weapons that you have in Mafia Wars. Every game should give you a chance to express yourself so that your friends can get to know you better through playing the game. We also run our games as services, something new in the casual game world. Eighty to ninety percent of the development of a game happens after it is launched. We bring out new features and content every week and every game, and our users expect that. Our users see our games as a service and a work in progress. They know that we’re constantly testing new features and looking for things that they want, and I think that’s why they keep coming back.” 

Pincus elaborates on one game that has a newer game model than the others do: FarmVille. “It’s a more mass-market social game. It’s simpler to get into and has fewer moving parts to it. It has a basic concept that most users get, but it still has those three elements in it. FarmVille was able to get to a significantly broader audience because of its simplicity.”The game essentially allows you to run a farm—plant seeds, harvest crops, and raise animals. However, the system runs in real time. If you fail to plant your seeds during a certain season, they won’t grow. If you fail to harvest at a certain time, your crops will spoil. The structured schedule is what keeps many users addicted. There are predetermined goals that they must meet and this is what makes FarmVille interesting. What makes FarmVille viral is when someone says to his friend, “Oh, I’m going to be late to dinner. I need to harvest my corn on FarmVille.” The friend is automatically curious because FarmVille is obviously important enough to keep his buddy from making it to dinner on time. Certainly, the notifications that pop up on your newsfeed when you play Zynga games help make them viral, but virality truly sets in when users talk about the games in real life. Pincus explains, “We work very hard at figuring out how to make games easy and interesting for the user so that they advertise themselves. The best way for a game to be viral is to make it fun so that you want your friends to play with you.”

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