Adolescent Gambling and Gambling-Type Games on Social Networking Sites: Issues, Concerns, and Recommendations
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Download Case Study Zynga Inc
Case Study: For academic or private use only; all rights reserved May 2014 Supplement to the Treatise WOLFGANG RUNGE: TECHNOLOGY ENTREPRENEURSHIP How to access the treatise is given at the end of this document. Reference to this treatise will be made in the following form: [Runge:page number(s), chapters (A.1.1) or other chunks, such as tables or figures]. To compare the games business in the US and Germany to a certain degree references often ad- dress the case of the German firm Gameforge AG. For foundations of both the startups serial entrepreneurs played a key role. Wolfgang Runge Zynga, Inc. Table of Content Remarks Concerning the Market and Industry Environments ....................................................... 2 The Entrepreneur(s) .................................................................................................................... 3 The Business Idea, Opportunity and Foundation Process ............................................................ 5 Corporate Culture.................................................................................................................... 7 Market Entry, Expansion and Diversification ................................................................................ 9 Vision/Mission, Risks and Business Model ................................................................................ 11 Intellectual Property ................................................................................................................... 15 Key Metrics .............................................................................................................................. -
Mark D. Griffiths Child and Adolescent Social Gaming: What Are the Issues of Concern?
19 Education and Health Vol.32 No.1, 2014 Dr Mark D. Griffiths is Professor of Gambling Studies and Director of the International Gaming Research Unit, Psychology Division, Nottingham Trent University. For communication, please email: [email protected] Mark D. Griffiths Child and adolescent social gaming: What are the issues of concern? ver the last year, there have been an In my own household, the two most popular Oincreasing number of media reports about games played by my family at the moment are the potentially exploitative and/or addictive the competitive casual games Candy Crush Saga nature of various types of social game that can and 4 Pics, 1 Word (both highly popular games either be played via social networking sites or across the UK more generally). In fact, at the be played after downloading apps from online time of writing this article, the most popular commercial enterprises such as iTunes (Griffiths, game being played worldwide on Facebook was 2013a). Most social games are easy to learn and Candy Crush Saga (CSS) with over 133 million communication between other players is often people playing monthly. Most players of CSS (but not always) a feature of the game, and they appear to be adult but around 10% of players typically have highly accessible user interfaces are thought to be adolescents. Clearly, most that can be played on a wide variety of different people that play social games find them fun and devices (e.g., smartphones, tablets, PCs, laptops, enjoyable to play with little or no problem. etc.). According to Church-Sanders, (2011) there However, I have been receiving an increasing are eight different types of social gaming (see number of emails from parents, teachers, and Table 1), most of which can (and are) played by the press about some of the more negative children and adolescents. -
UNITED STATES SECURITIES and EXCHANGE COMMISSION Washington, DC 20549
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, DC 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 October 24, 2012 Date of Report (Date of earliest event reported) Zynga Inc. (Exact name of registrant as specified in its charter) Delaware 001-35375 42-1733483 (State or other jurisdiction of (Commission (I.R.S. Employer incorporation) File Number) Identification No.) 699 Eighth Street San Francisco, CA 94103 (Address of principal executive offices and zip code) (855) 449-9642 Registrant’s telephone number, including area code Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions: ¨ Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) ¨ Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) ¨ Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) ¨ Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Item 2.02 Results of Operations and Financial Condition On October 24, 2012, Zynga Inc. (the “Company”) issued a press release announcing financial results for the quarter ended September 30, 2012. A copy of the press release is attached hereto as Exhibit 99.1. The information furnished on this Form 8-K, including the exhibit attached, shall not be deemed “filed” for purposes of Section 18 of the Securities Exchange Act of 1934, as amended (the “Exchange Act”), or otherwise subject to the liabilities of that section, nor shall it be deemed incorporated by reference into any other filing of the Company under the Securities Act of 1933, as amended, or the Exchange Act, except as expressly set forth by specific reference in such a filing. -
Social Games
CASE: EC-39 DATE: 09/15/10 SOCIAL GAMES The social games market potential seems truly stunning. Assuming ½ of the Internet world may end up on Facebook and ½ of those Facebook users will try a social game at some point, we can say that ¼ of the online world is an approachable market. Yet only 1 to 3 percent of players of social games tend to be monetized, so we’re still at the tip of the iceberg in terms of revenue opportunity. —Tim Chang, principal Norwest Venture Partners In November 2009, 70 million people played a game called FarmVille on Facebook where players could pretend to be a virtual farmer, planting and harvesting fruits and vegetables and moving up to other levels by inviting their Facebook friends to be their neighbors. Similarly, 26 million active users per month played a game called Mafia Wars on Facebook where players could start a mafia family with friends, run multiple crime “businesses,” then fight to be the ruling family (Exhibit 1). These types of popular online games were called “social games,” games people played on social networks like Facebook, MySpace, Hi5, Orkut, and Bebo, with the key motive of socializing with friends and/or meeting new people, with Facebook as the dominant social network in the social gaming space. Social games were generally simple games that anyone could play. Unlike traditional video games, they were less about “killer graphics and quicksilver hand-eye coordination, and more about connecting with friends.”1 And because the mainstream was being lured into social gaming, it was becoming the fastest-growing game market, increasingly popular on social networking sites. -
Whitepaper Data Breach Deconstruction – Zynga Data Breach
BreachDirectory Whitepaper Data Breach Deconstruction – Zynga Data Breach 1 TABLE OF CONTENTS Preface .......................................................................................................................................................... 3 Understanding the Data Breach.................................................................................................................... 4 Making the Scope Smaller ......................................................................................................................... 5 Forensic Investigation Clues ................................................................................................................... 6-9 How did the Data Breach Happen? .................................................................................................... 10-13 A Possible Vulnerability in Zynga’s Mobile Applications.................................................................... 14-15 Summary ..................................................................................................................................................... 15 2 PREFACE Zynga is an American social game developer which acknowledged a data breach in September 2019 – the result set contains 206,267,210 records including duplicates and 150,363,954 records without duplicates. In this whitepaper, instead of analyzing the data breach, we are going to attempt to deconstruct it – instead of looking at why it happened, what data was stolen and how severe the actual damage of the data breach -
Diplomsko Delo Prihodkovni Modeli Socialnih Iger
UNIVERZA V LJUBLJANI EKONOMSKA FAKULTETA DIPLOMSKO DELO PRIHODKOVNI MODELI SOCIALNIH IGER Ljubljana, julij 2011 PETER SVENŠEK IZJAVA Študent ________________________________ izjavljam, da sem avtor tega diplomskega dela, ki sem ga napisal pod mentorstvom ________________________ , in da v skladu s 1. odstavkom 21. člena Zakona o avtorskih in sorodnih pravicah dovolim njegovo objavo na fakultetnih spletnih straneh. V Ljubljani, dne____________________ Podpis: _______________________________ KAZALO UVOD ........................................................................................................................................ 1 1 MEDMREŽNI PRIHODKOVNI MODELI ....................................................................... 2 1.1 Pojem prihodkovni model in razlikovanje s (umestitev v) poslovnim modelom ...... 2 1.1.1 Poslovni model........................................................................................................... 2 1.1.2 Prihodkovni model ..................................................................................................... 3 1.2 Vrste prihodkovnih modelov ......................................................................................... 4 1.2.1 Transakcijski prihodkovni model .............................................................................. 4 1.2.2 Oglaševalski prihodkovni model ............................................................................... 5 1.2.3 Naročniški prihodkovni model ................................................................................. -
Exploring Social Gambling: Scoping, Classification and Evidence Review
Technical Report Exploring Social Gambling: Scoping, Classification and Evidence Review Commissioned by: Gambling Commission Exploring Social Gambling: Scoping, Classification and Evidence Review Final Report April 2012 Commissioned by: Gambling Commission Dr. Jonathan Parke The Gambling Lab Heather Wardle University of Glasgow Jane Rigbye The Gambling Lab Dr. Adrian Parke University of Lincoln 2 Contents List of Tables and Figures ................................................................................................... 6 Executive Summary ............................................................................................................ 7 Aims and Scope .............................................................................................................. 7 Introduction ..................................................................................................................... 7 Social Gambling Classification......................................................................................... 7 Distinctive Game Characteristics ..................................................................................... 8 Social Characteristics: Implications for Risk ..................................................................... 8 Freemium: Implications for Risk....................................................................................... 9 Other Potential Risk Factors .......................................................................................... 11 Current and Planned Research