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	<title>SocialTimes.com &#187; Zynga</title>
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		<itunes:author>SocialTimes.com</itunes:author>
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		<title>Farmville Meets Texas Hold &#8216;Em In Zynga&#8217;s New Poker Blitz</title>
		<link>http://www.socialtimes.com/2010/03/farmville-meets-texas-hold-em-in-zyngas-new-poker-blitz/</link>
		<comments>http://www.socialtimes.com/2010/03/farmville-meets-texas-hold-em-in-zyngas-new-poker-blitz/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 16:37:03 +0000</pubDate>
		<dc:creator>Neil Vidyarthi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Poker Blitz]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=3978</guid>
		<description><![CDATA[Zynga just launched their newest title, Poker Blitz for Facebook, and from our early looks it seems to be Texas Hold &#8216;Em meets Farmville.  The game is a simplified version of texas hold&#8217; em poker with cutesy graphics and powerups that affect gameplay.  The game seems to be inviting new demographics to enjoy the game [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-3980" src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/03/zyngologo.jpg" alt="zyngologo" width="200" height="200" align="right" />Zynga just launched their newest title, <a href='http://apps.facebook.com/poker_blitz' target='_blank'>Poker Blitz</a> for Facebook, and from our early looks it seems to be Texas Hold &#8216;Em meets Farmville.  The game is a simplified version of texas hold&#8217; em poker with cutesy graphics and powerups that affect gameplay.  The game seems to be inviting new demographics to enjoy the game of poker, and my first impressions say that they&#8217;ve succeeded.<br />
<span id="more-3978"></span><br />
The game starts with a great tutorial, and as you play you gain levels which allow you to participate in more elements of the game.  For the early levels, you can only bet $1, and your only real power-up is the &#8217;swap cards&#8217; powerup which allows you to swap out your two cards for two random cards.  There are options to review your hands and also see how strong your current hand is, with a percentage that alerts you to your hand strength.  This game is a great learning tool for people that wanted to get to know poker a little better, and it&#8217;s very easy to get sucked in to play &#8220;just one more hand&#8221;, just like in real poker.</p>
<p><img class="aligncenter size-full wp-image-3981" src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/03/pokerblitz.jpg" alt="pokerblitz" width="600" height="700" /></p>
<p>As you level up, you gain the ability to do things like double down your bet, or modify your betting sizes, and the game slowly turns into a regular version of Texas Hold &#8216;Em poker, as far as I can tell. At level 3, you gain the ability to join groups, where your net winnings earns you opportunities for tournaments and more. We&#8217;ll have a more detailed review of the gameplay and growth patterns as the game iterates over the next few weeks.</p>
<p>One surprising element of this game is that it <em>forces</em> you to subscribe to their email feed to even play the game. Leave it to Zynga to always push the boundaries on what&#8217;s allowable within these games, as every user who plays the game must now receive email notifications about new improvements in the game.</p>
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		<item>
		<title>Scaling Your Social Games to Handle Popularity</title>
		<link>http://www.socialtimes.com/2010/03/scaling-your-social-games-to-handle-popularity/</link>
		<comments>http://www.socialtimes.com/2010/03/scaling-your-social-games-to-handle-popularity/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 01:34:33 +0000</pubDate>
		<dc:creator>Raj Dash</dc:creator>
				<category><![CDATA[Social Gaming]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=3839</guid>
		<description><![CDATA[Dr Robert Zubek of Zynga gave a fascinating talk, &#8220;Engineering Scalable Social Games,&#8221; at GDC 2010 Game Developers Conference about how Zynga has scaled up their computing resources to handle an increase number of players as well as increased usage. While the talk was fairly technical, here is the gist.
The primary problem: Social games by [...]]]></description>
			<content:encoded><![CDATA[<p>Dr Robert Zubek of Zynga gave a fascinating talk, &#8220;Engineering Scalable Social Games,&#8221; at GDC 2010 Game Developers Conference about how Zynga has scaled up their computing resources to handle an increase number of players as well as increased usage. While the talk was fairly technical, here is the gist.</p>
<p>The primary problem: Social games by their very nature will attract increasingingly more players, and your servers have to be able to cope. A few reasons for growth:<br />
<span id="more-3839"></span></p>
<ul>
<li>Users will brag about their accomplishments, say on their Facebook Wall.</li>
<li>Their friends might follow suit and play, then do the same thing.</li>
<li>Friends of a friend (FoaFs) are the next layer in the viral loop.
</li>
</ul>
<p>If your game does go viral, thanks to social networks, your servers have to scale, else you&#8217;ll obviously have a lot of upset users. Zynga&#8217;s own games have 65M DAU (Daily Active Users) and 225M MAU (Monthly Active Users). FarmVille grew to 25M DAUs over only five months. To cope with that kind of usage, companies need to have the server infrastructure as well as software than can grow to scale.</p>
<p>So, how do you scale for games that become popular? Zubek looked at two areas: (1) Game architectures and (2) Scaling solutions. Let&#8217;s look at some of the options for each, in a nutshell.</p>
<h2>Game Architectures</h2>
<p>Game architectures are the combination of server and client used. While there are supposedly two types of each, in combination there are only three game architectures, according to Zubek:</p>
<ol>
<li>Web server stack over HTML client.</li>
<li>Web server stack over Flash client
</li>
<li>Web + MMO server stack over Flash client.
</li>
</ol>
<p>Each type has its benefits and disadvantages, though these are beyond the scope of this post.</p>
<h2>Scaling Solutions</h2>
<p>The database and any caching sit over top of the game architecture. Databases can be &#8220;the first to fall over,&#8221; as Zubek put it. To scale, data needs to be sharded, aka partitioned. There are two ways to do this:</p>
<ol>
<li>Vertically &#8211; partition by table. This is easy to do but doesn&#8217;t scale well for increasing DAUs.</li>
<li>Horizontally &#8211; partition by row.
</li>
</ol>
<p>There are also caching solutions that can be combined with database sharding.</p>
<p>Overall, there are two ways to scale solutions:</p>
<ol>
<li>Scale up. Scaling up requires moving to a larger box. Each time you scale up, you move to a bigger box, which at some point might become a problem.
</li>
<li>Scale out. Scaling out requires adding more boxes, which is typically easier to do than scaling up. </li>
</ol>
<p>  Zubek indicated that Zynga prefers scaling out over scaling up. He also said that the company is looking at &#8220;NoSQL&#8221; data tools such as <a href="http://www.socialtimes.com/2010/03/how-to-configure-cassandra-centos-media-temple-dv/">Cassandra</a>, though nothing is in production.</p>
<p>This is only a light look at a technical-dense subject. If you&#8217;re interested in learning more about developer issues such as those covered here, let us know in the comments. It&#8217;s also possible that Dr. Zubek&#8217;s presentation slides will be posted at <a target="_blank" href="http://www.gdconf.com/">GDC 2010</a>&#8217;s <a target="_blank" href="http://www.gdcvault.com/">vault site</a>.</p>
<p>Image credit:
<div><a rel="cc:attributionURL" href="http://www.flickr.com/photos/31796655@N07/">http://www.flickr.com/photos/31796655@N07/</a> / <a rel="license" href="http://creativecommons.org/licenses/by/2.0/">CC BY 2.0</a></div>
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		<slash:comments>5</slash:comments>
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		<title>Console Game Makers Take Lessons From Social Games At GDC 2010</title>
		<link>http://www.socialtimes.com/2010/03/console-game-makers-take-lessons-from-social-games-at-gdc-2010/</link>
		<comments>http://www.socialtimes.com/2010/03/console-game-makers-take-lessons-from-social-games-at-gdc-2010/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 17:45:51 +0000</pubDate>
		<dc:creator>Neil Vidyarthi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GDC2010]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=3696</guid>
		<description><![CDATA[
At the Game Developers Conference (GDC) 2010 this year, Amitt Mahajan, a lead developer of Farmville, revealed that the entire development of Farmville took five weeks, that Zynga has a clear understanding of their userbase, and that they are integrating developers into the design process.  These achievements are not common practice to the console gaming [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/03/GDC2010.jpg" alt="GDC2010" width="200" height="200" align="right" /><br />
At the Game Developers Conference (GDC) 2010 this year, Amitt Mahajan, a lead developer of Farmville, revealed that the entire development of Farmville took five weeks, that Zynga has a clear understanding of their userbase, and that they are integrating developers into the design process.  These achievements are not common practice to the console gaming industry and gaming world at large, and it seems as if console game makers should start applying some of these lessons to their own games and development.<br />
<span id="more-3696"></span><br />
The big news of Farmville being developed in 5 weeks is part of a bigger trend at GDC this year. Followers of the conference have been remarking that social games are a big part of the overall discussion, whereas they were almost nonexisten in years past. Part of the reason for that is the incredible success of games like Farmville over the last year, and the discussion was expected.  But when a developer like Amitt announces that one of the biggest earning, most popular games of the year was developed in five weeks, the entire industry shifts their attention.  It has been happening for the last year, but this GDC is likely going to be remembered as a turning point for many game developers.</p>
<p>The reasons being that big companies, like Activision (who stated in the past that they&#8217;re still unsure about social games&#8217; long term potential) and Ubisoft (who have dabbled in social games withits unsuccessful game, <a href="http://www.facebook.com/apps/application.php?id=112905851008" target='_blank'>TickTock</a>) understand that if Farmville took 5 weeks to create, then the cost is extremely low on the front end.  </p>
<p>So when they start thinking about generating another $50 million console game title, they are almost <strong>forced</strong>to realize that that money could be put to use to make maybe 30 or 40 Farmvilles.  Of course, the cost of games like Farmville are heavier once the game is launched, with high server load and the required iteration and design changes, but since only the successful games incur that cost, they could dump the losers as failed experiments.</p>
<p>In an interview with VCs, we saw some <a href="http://www.gamasutra.com/view/news/27591/GDC_VCs_Talk_Devs_In_Denial_Industrys_Social_Future.php" target='_blank'>critical analysis</a> of console game makers:</p>
<blockquote><p>
&#8220;The industry is in huge disarray,&#8221; agrees Pacific Crest&#8217;s Wilson, who believes console game developers are &#8220;in denial.
</p></blockquote>
<p>Console game makers also need to look at how social games monitor their users.  EA recently discussed that they were inspired by social games to look more closely at their user data for Madden football.   Design was also an issue for console makers, and when this was clear when Amitt discussed effective design, development and iterative processes: &#8220;Normally in traditional game design, the designer creates specs, which are then passed over a &#8216;wall&#8217; to developers who are then required to implement those specs. Why not give developers just as much ownership of the feature as the designer?&#8221;  </p>
<p>These are notes that the entire industry takes to heart, and any developer will tell you that one of the frustrations of working on big console games is the complete lack of feedback that developers typically have to the designers.  With smaller games like this, you get more efficiencies on design decisions, with more smart minds attacking the smaller design/development problems.</p>
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		<item>
		<title>FarmVille To Remain Free, No Subscription Fee</title>
		<link>http://www.socialtimes.com/2010/02/farmville-subscription-fee/</link>
		<comments>http://www.socialtimes.com/2010/02/farmville-subscription-fee/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 21:13:22 +0000</pubDate>
		<dc:creator>Neil Vidyarthi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[FarmVille]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Subscription]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=2815</guid>
		<description><![CDATA[Rumors have been circulating about Farmville supposedly introducing a subscription fee into the game, but CNET is reporting that they will not be charging any subscription fee.  The game has been in BETA since launch, and while the upgrade to the full version will likely involve some important changes, it&#8217;s doubtful that Zynga would [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.allfacebook.com/images/zynga-logo.gif" alt="-Zynga Logo-" width="200" height="168" align="right" />Rumors have been circulating about Farmville supposedly introducing a subscription fee into the game, but <a href='http://news.cnet.com/8301-13577_3-10457628-36.html' target='_blank'>CNET is reporting</a> that they will not be charging any subscription fee.  The game has been in BETA since launch, and while the upgrade to the full version will likely involve some important changes, it&#8217;s doubtful that Zynga would use the occasion to alienate the majority of users on their largest game.<br />
<span id="more-2815"></span><br />
The uproar started when FarmvilleFreak.com, the leading Farmville fan site, posted about Farmville&#8217;s transition out of BETA later this year.  Apparently, a <a href="http://farmvillefreak.com/farmville-freaks/farmville-transitioning-from-beta-to-subscription">reader found an email</a> <strong>falsely </strong>stating that:</p>
<blockquote><p>“ ATTENTION: Zynga has announced that as of March 31, 2010 FarmVille will no longer be available in it’s Beta version. The game will be available for a subscription fee of $5.99 per month and will include additional levels above 70. …… “.</p></blockquote>
<p>The news got picked up by various outlets, and was a popular TechBlip on Daily Radar.  The rumor mill spread but Zynga crushed it today, claiming there were absolutely no plans to do this.  This was likely an important fire to put out, as if their audience were to feel payment were coming, it would threaten their motivation to build up the empires that Farmville is so famous for.</p>
<p>The news was dismissed by the majority of the readers on the site itself, as a poll at the site reported<br />
these results:</p>
<ul>
<li>True, I saw this coming! 14% (343 votes)</li>
<li>False, The Farm Gods wouldn&#8217;t do this. 72% (1,726 votes)</li>
<li>Maybe, I already spend on Mystery Boxes. 14% (325 votes)</li>
</ul>
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		<item>
		<title>Report: Zynga Worth More Than $3.3 Billion</title>
		<link>http://www.socialtimes.com/2010/02/report-zynga-worth-more-than-3-3-billion/</link>
		<comments>http://www.socialtimes.com/2010/02/report-zynga-worth-more-than-3-3-billion/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 00:45:15 +0000</pubDate>
		<dc:creator>Neil Vidyarthi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Valuation]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=2739</guid>
		<description><![CDATA[A new report by Global Silicon Valley Partner&#8217;s NeXt Up Research states that Zynga, the world&#8217;s top Facebook Application developer, may have a valuation of more than $3.3 billion.  This is based on 35% growth over the next four years to expand this year&#8217;s revenue projection of $460 million to $1.1 billion in 2014. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" src="http://www.allfacebook.com/images/zynga-logo.gif" alt="" width="200" height="168" align="right" />A new report by Global Silicon Valley Partner&#8217;s NeXt Up Research states that Zynga, the world&#8217;s top Facebook Application developer, may have a valuation of more than $3.3 billion.  This is based on 35% growth over the next four years to expand this year&#8217;s revenue projection of $460 million to $1.1 billion in 2014.  In addition to the valuation, the report&#8217;s analysis includes some interesting facts about their sources of revenue and user behavior.<br />
<span id="more-2739"></span><br />
Specifically, the report mentions that Zynga has grown from 30 million to 230 million over the last 10 months, and is continuing to grow, largely on the strength of Farmville <a href="http://statistics.allfacebook.com/applications/single/-/102452128776/">at close to 80,000,000 MAU</a>.  When analyzing monetization, we see that Zynga makes 40% of its ottal revenue from microtransactions and virtual goods, the rest coming from advertising and marketing offers.  Breaking down the audience, we see 2% or 3% of Zynga users spend money on Zynga games.  Less than 1% follow up to purchase multiple virtual goods.</p>
<p>Discussing the valuation, the managing director of equity research for Wedbush Securities.Michael Pachter stated that &#8220;nobody but Zynga knows enough about the company&#8217;s revenue, margins and growth trajectory to have an informed opinion about what the company is worth.&#8221;  He wasn&#8217;t completely dismissive of the report, saying that a high valuation &#8220;is reasonable to believe&#8221;. He went on to say:</p>
<blockquote><p>&#8220;A $3.3 billion valuation would suggest sustainable cash flow of $200 million or more. Clearly, Zynga isn&#8217;t there yet, as their revenues are probably only a tad above that level, and they incur costs to generate those revenues. Yet, it&#8217;s possible to come up with that value if the company can show a path to $200 million in annual cash flow or higher.&#8221;</p></blockquote>
<p>Overall, the news just further validates the potential financial value of the massive audiences that social games companies have amassed.  The companies revolve around monetizing their user base to increase the average revenue per user (ARPU), and with new developments like Facebook Credits appearing to facilitate an easier process for gamers, we could potentially see even higher valuations for these companies as their massive traffic and great monetization systems generate unprecedented ARPUs.  Furthermore, with purchases like EA&#8217;s purchase of Playfish for up to $400 million, the industry is no longer theoretically valued: the money is real.</p>
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		<slash:comments>12</slash:comments>
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		<item>
		<title>Zynga Opens New Office in Bangalore, India</title>
		<link>http://www.socialtimes.com/2010/02/zynga-opens-new-office-in-bangalore-india/</link>
		<comments>http://www.socialtimes.com/2010/02/zynga-opens-new-office-in-bangalore-india/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 16:55:31 +0000</pubDate>
		<dc:creator>Neil Vidyarthi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[India]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=2560</guid>
		<description><![CDATA[Zynga, the leading social games developer, has opened up a new office in Bangalore, India.  According to Zynga, the new &#8220;operation will focus on game and large-scale infrastructure development&#8221;.  One can interpret this to suggest that the India office will be focused on ensuring games have solid networking and scalability backend components.

This office [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" src="http://www.allfacebook.com/images/zynga-logo.gif" alt="" width="200" height="168" align="right" />Zynga, <a href="http://statistics.allfacebook.com/developers/single/zynga/27/" target='_blank'>the leading social games developer</a>, has opened up a new office in Bangalore, India.  According to Zynga, the new &#8220;operation will focus on game and large-scale infrastructure development&#8221;.  One can interpret this to suggest that the India office will be focused on ensuring games have solid networking and scalability backend components.<br />
<span id="more-2560"></span><br />
This office now adds to Zynga&#8217;s San Francisco headquarters, their new Los Angeles location and their Baltimore studio.  The plan is to hire 100 new employees in India by the end of 2010.  The press release states that they are looking to hire computer engineers and computer scientists, which further corroborates that this will be a shop focused on precision development, and possibly tools for the game-makers in the United States.  Mark Pincus stated &#8220;India offers some of the world’s most sophisticated and rich technical talent bases and we are thrilled to have a local presence.&#8221;</p>
<p>From the press release, Zynga states:</p>
<blockquote><p>Online gaming in India is rapidly expanding. Forty one percent of active Internet users played online games in 2008, up 89 percent from the previous year, according to the Internet &amp; Mobile Association of India.  With more than 81 million Internet users, India is projected to become the third largest online market behind China and the U.S. by 2013.  Zynga hopes exposure of its social games such as FarmVille, Mafia Wars, Café World, and FishVille, will grow among Indian players with the presence of a local office.</p></blockquote>
<p>An image of the new office is shown below.</p>
<p style='text-align:center;'>
<img src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/02/zynga-office.gif" alt="Zynga office screenshot" title="Zynga office screenshot" width="650" height="662" /></p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Kwedit Brings Loans To Virtual Goods Market</title>
		<link>http://www.socialtimes.com/2010/02/kwedit-brings-loans-to-virtual-goods-market/</link>
		<comments>http://www.socialtimes.com/2010/02/kwedit-brings-loans-to-virtual-goods-market/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 16:07:00 +0000</pubDate>
		<dc:creator>Bilal Hameed</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Kwedit]]></category>
		<category><![CDATA[Virtual Goods]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=2087</guid>
		<description><![CDATA[Kwedit, a Mountain View – California based startup, wants to simplify the purchase of virtual goods for teens. The company plans to allow teens to buy virtual goods on Facebook games such as “FarmVille” and “Café World”, if they commit to pay later at 7-Eleven stores or send in money via mail.

Kwedit’s premise is that [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/02/kwedit-logo.gif" alt="Kwedit Logo" title="Kwedit Logo" width="200" height="200" align='right' /><a href="http://kwedit.com/index.php">Kwedit</a>, a Mountain View – California based startup, wants to simplify the purchase of virtual goods for teens. The company plans to allow teens to buy virtual goods on Facebook games such as “FarmVille” and “Café World”, if they commit to pay later at 7-Eleven stores or send in money via mail.<br />
<span id="more-2087"></span><br />
Kwedit’s premise is that Facebook games are mostly played by teens, who dont have access to credit cards or paypal accounts. Since Facebook games only support credit cards and paypals, this effectively shuts out these teens from purchasing virtual goods.</p>
<p>Zynga, which has more than 200 million users and racked in revenues of around 200 million in 2009, has disclosed that only 1% of its user base currently buys virtual goods. Imagine the impact on Zynga’s revenues if that percentage could be moved up to 10% or more. This is exactly what Kwedit wants to accomplish. Kwedit believes that Facebook Gamers want to purchase virtual goods, but they simply cant do it at the moment.</p>
<p><a href="http://www.businessweek.com/news/2010-02-03/facebook-games-may-lead-payment-startups-to-3-6-billion-market.html">According to Danny Shader</a>, Kwedit’s chief executive officer, who previously sold Good Technology Inc. to Motorola Inc. and Accept.com to Amazon.com Inc:</p>
<blockquote><p>
There is a group of players out there who would pay if they could pay. We can drive a ton of revenue to the Zyngas of the world.
</p></blockquote>
<p>Kwedit plans to provide revolving credit to teens, so they could access virtual goods worth a certain amount before they are forced to pay. If they don&#8217;t pay up at their nearest 7-Eleven, they wont be able to buy again. Since Kwedit would be partnering with the likes of Zynga’s, no money would be lost since every thing is virtual. Such is the age in which we live – Goods are virtual, yet profits are real.</p>
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		<title>Fans Versus Active Users: An Analysis Of The Top Facebook Games</title>
		<link>http://www.socialtimes.com/2010/02/fans-vs-users-facebook-games/</link>
		<comments>http://www.socialtimes.com/2010/02/fans-vs-users-facebook-games/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 18:20:26 +0000</pubDate>
		<dc:creator>Neil Vidyarthi</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Fans]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MAU]]></category>
		<category><![CDATA[Pages]]></category>
		<category><![CDATA[Playfish]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=2029</guid>
		<description><![CDATA[As the Facebook gaming wars continue to heat up, analysts seek as many ways as possible to measure each companies&#8217; gaming success.  Monthly Active Users (MAUs), Daily Active Users (DAUs), Page Views, Monetization&#8230; the list goes on.  There are as many ways to measure an application&#8217;s success as there are applications in the Facebook directory.  [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/02/games-mau-fans.gif" alt="Top Game Developers MAU vs Fans Icon" title="Top Game Developers MAU vs Fans Icon" width="200" align='right' />As the Facebook gaming wars continue to heat up, analysts seek as many ways as possible to measure each companies&#8217; gaming success.  Monthly Active Users (MAUs), Daily Active Users (DAUs), Page Views, Monetization&#8230; the list goes on.  There are as many ways to measure an application&#8217;s success as there are applications in the Facebook directory.  That said, the dimension of user loyalty has always been interesting to me, and the concept of the users-to-fans ratio for a given application does a good job of indicating what percentage of users play the game and publicly demonstrate their affinity by signing up as a fan.<br />
<span id="more-2029"></span><br />
Here, we look at the<a href="http://statistics.allfacebook.com/developers/leaderboard/"> three top game developers on Facebook</a>: Playfish (49m MAU), Crowdstar (49m MAU) and Zynga (230m MAU).  We&#8217;ll examine the top 5 games from each publisher, and then analyze the fan-to-MAU ratios, as well as apply some insight to the findings.</p>
<p>A quick note about the action of becoming a fan: While some games provide a &#8220;become a fan&#8221; button from within the game itself, users are still forced to head to the game&#8217;s &#8220;application page&#8221; and click the &#8220;become a fan&#8221; button on that page to actually become a fan.  This is the reason that number of fans is a meaningful number: users can&#8217;t easily be tricked into becoming a fan, so if they have signed up as a fan they have done it intentionally.  This is as opposed to things like wall-posts, where games simply ask the user to &#8220;publish your activity to your wall&#8221; after every action, causing more social behaviour than the user necessarily wants or even knows about.</p>
<p style="text-align: center;"><img src="http://www.allfacebook.com/wordpress/wp-content/uploads/2010/02/usertofanratio.jpg" alt="usertofanratio" width="600" height="334" /></p>
<p>The highest Fans to MAU ratio among the three developers is Playfish, with 0.24, or approximately one fan for every 4 MAUs.  This is carried mostly by the fact that Pet Society and Restaurant City have scores of 0.26 and 0.27 fans per MAU, and show that while those games haven&#8217;t grown to the size of Farmville, they have loyal fanbases.  This can also be attributed to the longevity of the games: Fans that joined Pet Society back when it first started in 2008 would probably not remove themselves as a fan, even after they stopped playing the game.</p>
<p>Crowdstar was in second place, again led by the strength of its top two games, Happy Acquarium and Happy Island.  These games are relatively newer, and this shows that their games are not just attracting gamers quickly, but fans as well.</p>
<p>Zynga, in third place, is an understandable result just by the sheer enormity of their catalogue.  They have an incredible number of MAU, and games like Farmville hit on new markets that may not be comfortable with the process of clicking over to the application page to become a fan.  That said, Farmville still has an excellent ratio of 0.24, with a total number of fans of nearly 19 million users.  That is as many fans as there are MAU for Playfish&#8217;s top game, Pet Society.</p>
<p style="text-align: center;"><img src="http://www.allfacebook.com/wordpress/wp-content/uploads/2010/02/mauandfans.jpg" alt="mauandfans" width="436" height="282" /></p>
<p>Other elements to note here are that by looking at the above chart, we can see that Zynga&#8217;s top 5 games sum up to 180 million MAU, which is four to five times Crowdstar&#8217;s 50 million and Playfish 40 million MAU.   The ratio is between 6 or 7 times for DAU, with Zynga at around 60 million and Crowdstar and Playfish at 11 million and 9 million, respectively.  Also, while not particularly significant due to the transient nature of DAU, the Fans to DAU ratio corroborated proportionally quite well with the  Fans to MAU ratio for Playfish games, which indicates that those games&#8217; DAU are reflective of their MAU, and not suffering swings in popularity.  Games like Restaurant Life (Beta) by Crowdstar, on the other hand, had proportionally lower Fans to DAU ratios than Fans to MAU ratios, indicating the game&#8217;s popularity today may be quite lower than its steady monthly growth and fan accumulation.</p>
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		<item>
		<title>Virtual Goods Gold Rush Continues &#8211; $1.38 Billion Invested In 2009</title>
		<link>http://www.socialtimes.com/2010/01/virtual-goods-gold-rush-continues-1-38-billion-invested-in-2009/</link>
		<comments>http://www.socialtimes.com/2010/01/virtual-goods-gold-rush-continues-1-38-billion-invested-in-2009/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 22:51:12 +0000</pubDate>
		<dc:creator>Bilal Hameed</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[DST]]></category>
		<category><![CDATA[Engage Digital Media]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Virtual Currency]]></category>
		<category><![CDATA[Virtual Goods]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=1810</guid>
		<description><![CDATA[ Virtual Goods gold rush is in its early stages, however, the nascent market is showing promise to one day become a major revenue source for Social Networks and Social Games. Engage Digital Media, a market research firm with specialization in virtual goods research, is reporting that more than $1.38 billion were invested in 87 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/01/image.png"><img style="border-top-width: 0px;border-left-width: 0px;border-bottom-width: 0px;margin-left: 0px;margin-right: 0px;border-right-width: 0px" height="295" alt="image" src="http://www.socialtimes.com/wordpressnew/wp-content/uploads/2010/01/image_thumb.png" width="305" align="right" border="0" /></a> Virtual Goods gold rush is in its early stages, however, the nascent market is showing promise to one day become a major revenue source for Social Networks and Social Games. Engage Digital Media, a market research firm with specialization in virtual goods research, is reporting that more than <a href="http://www.engagedigitalmedia.com/research/2009/vg2009invest.html">$1.38 billion were invested</a> in 87 virtual goods related companies in 2009.<br />
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Although the market for virtual goods is still in its infancy, virtual goods are responsible for billions in revenues for social games and social networks. Zynga – could be quoted as a prime example in this regard. The developer of popular social games like FarmVille, Mafia Wars, FishVille etc, racked in $200 million in revenues from the sale of virtual goods within its games.</p>
<p>The investment activity in the virtual goods sector in 2009 has more than tripled from that of 2008. In 2008, virtual goods related startups saw a cash inflow of around $408 million. The number of companies trying to carve out a piece of the virtual goods market has also doubled to 87 in 2009 compared with 34 in 2008.</p>
<p>&quot;Virtual goods was the hot tech story of 2009, driving investment that crossed over into game development, virtual currency, payment services, and social networks,&quot; said Christopher Sherman, CEO of Engage Digital Media. &quot;In the fourth quarter alone 30 companies raised an astounding $944 million, more than double the amount raised in all four quarters of 2008. Also noteworthy was the number of acquisitions in the space &#8211; 18 of the course of the year &#8211; with half of those taking place in the 4th quarter.&quot;</p>
<p>Out of $1.38 billion invested during 2009, $398.3 million were acquisition related – with the acquisition of Playfish being the biggest contributor to these numbers. Playfish was acquired by EA for $300 million in Q4, 2009. Digital Sky Technologies was the pick of investors in virtual goods related startups with an investment of around $380 million in Facebook and Zynga. DST invested <a href="http://www.allfacebook.com/2009/05/facebook-accepts-200-million-investment-from-digital-sky-technologies/">$200 million in Facebook in Q2</a>, 2009 and one-upped this investment by investing <a href="http://www.allfacebook.com/2009/12/zynga-raises-an-additional-180-million/">$180 million in Zynga in Q4, 2009</a>.  Zynga is the most popular game developer on Facebook and is also one of the biggest advertisers on Facebook.</p>
<p>With acquisitions and investments in Facebook and Sina (a China-based social network) excluded, total investments in the virtual goods space reached $598 million.  The performance of the virtual goods segment in 2009 is extraordinary given the fact that the year was one of economic hardship in most industries.</p>
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		<title>Yelp To Follow Facebook&#8217;s Footsteps &#8211; Seeks Private Investment</title>
		<link>http://www.socialtimes.com/2010/01/yelp-to-follow-facebooks-footsteps-seeks-private-investment/</link>
		<comments>http://www.socialtimes.com/2010/01/yelp-to-follow-facebooks-footsteps-seeks-private-investment/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 19:06:02 +0000</pubDate>
		<dc:creator>Bilal Hameed</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[DST]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Finance]]></category>
		<category><![CDATA[Yelp]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.socialtimes.com/?p=1812</guid>
		<description><![CDATA[ Yelp, the local business search and review site, is said to be in talks to raise additional financing instead of getting acquired or having a go at the IPO. According to reports Yelp is in talks with Elevation Partners – a major investor in Palm Inc., for the new round of funding. What&#8217;s significant [...]]]></description>
			<content:encoded><![CDATA[<p><img style="margin-left: 0px;margin-right: 0px" src="http://www.allfacebook.com/images/cash-money-lg.gif" align="right" /> Yelp, the local business search and review site, is said to be in talks to raise additional financing instead of getting acquired or having a go at the IPO. <a href="http://www.techcrunch.com/2010/01/18/yelp-taking-big-investment-from-elevation-partners/">According to reports</a> Yelp is in talks with Elevation Partners – a major investor in Palm Inc., for the new round of funding. What&#8217;s significant about the round is the fact that it may include an option for employees and investors to sell their shares to the investors.<br />
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Yelp has previously raised $31 million in funding and was valued at $215 million during the last round in which it raised $15 million from DAG Ventures in 2008. Yelp’s prior investments propelled the service to become profitable in 2009, however, the company decided to reinvest its earnings to fuel more growth. According to estimates, Yelp has about $30-$50 million in revenues, however, the company doesn&#8217;t disclose these figures publicly.</p>
<p>Google’s talks to acquire Yelp for a rumored $500 million, fell apart in Dec 2009, when Google walked away from the deal citing concerns that Yelp was not transparent enough during the due diligence. Sources familiar to the deal disclose that Yelp received a secondary offer from another company and decided to decline both the offers. </p>
<p>After testing the IPO waters and discussing the acquisition possibilities Yelp has decided to take the investment path pioneered by Facebook. In Q2, 2009 Facebook accepted an investment of <a href="http://www.allfacebook.com/2009/05/facebook-accepts-200-million-investment-from-digital-sky-technologies/">$200 million from Digital Sky Technologies</a> in return for preferred shares in Facebook. Facebook employees sold an additional $100 million worth of common stocks to DST in July – allowing them to cash in on their stocks at $14.77 a share without having to wait for the IPO. The investment model was followed by Zynga, which accepted a <a href="http://www.allfacebook.com/2009/12/zynga-raises-an-additional-180-million/">$180 million investment from DST</a> in Q4 2009. Similar to Facebook, a portion of Zynga’s investment was used to buy shares from the employees and early investors, whereas the remaining would go towards fueling future growth.</p>
<p>Following in the footsteps of Google, who used an irregular IPO model (dutch auction), Facebook is also crafting their own pre-IPO investment model.  While Fred Wilson says that this new model of investing is being coined &#8220;<a href='http://www.avc.com/a_vc/2010/01/the-tug-of-war-between-ma-and-vc.html'>DST deals</a>&#8220;, due to DST being the investor using this new strategy with both Facebook and Zynga, it may be more of a sign of the current economic environment.  </p>
<p>Due to the current financial crisis, the IPO market has&#160; all but dried up. This has resulted in a significant plunge in the acquisition prices of startups which averaged $144.2 million in 2009, down from an average of $214 million in the fourth quarter of 2007 alone.</p>
<p>Private financing provides a best of both worlds. It enables investors and employees to sell their stock without the scrutiny and distractions of the IPO and simultaneously allows startups to fuel their growth and avoid getting acquired cheaply. </p>
<p>However, one side effect of private financing is that it increases the valuations to such stratospheric levels that an IPO becomes the only viable exit option. Having said this, companies like Facebook, Zynga and Yelp would rather try their luck with the IPO rather than getting acquired for pennies on the dollar. </p>
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