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Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships Through Social Media
East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 5-2011 Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media. Megan L. Fuller East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Communication Technology and New Media Commons, Computer Sciences Commons, and the Education Commons Recommended Citation Fuller, Megan L., "Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media." (2011). Electronic Theses and Dissertations. Paper 1275. https://dc.etsu.edu/etd/1275 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media -------------------- A thesis presented to the faculty of the Department of Computer & Information Sciences East Tennessee State University In partial fulfillment of the requirements for the degree Master of Science in Computer Science by Megan Fuller May 2011 -------------------- Dr. Tony Pittarese, Chair Mrs. Jessica Keup Dr. Sally Lee Dr. Edith Seier Keywords: Social Media, Higher Education, Student Teacher Relationships ABSTRACT Social Media in Higher Education: Building Mutually Beneficial Student and Institutional Relationships through Social Media by Megan Fuller Social applications such as Facebook, YouTube, and Twitter have driven the public growth of Web 2.0. -
Zynga Acquires Conduit Labs
Zynga Acquires Conduit Labs San Francisco, CA – Zynga today announced it has acquired Boston-based social games company Conduit Labs. Effective immediately, the Conduit Labs office will become Zynga Boston, a new game studio focused on new product development. Today's announcement expands Zynga's studio operations adding to locations already in San Francisco, Austin, Baltimore, Bangalore, Beijing and Los Angeles. Terms of the acquisition were not disclosed. Conduit Labs’s CEO, Nabeel Hyatt, will become head of the new Boston studio. The Conduit Labs team will be immediately integrated into Zynga’s workforce. Conduit Labs, founded in 2007 and funded by Charles River Ventures and Prism VentureWorks, has developed several free-to-play social games for the web. "Boston is an epicenter for technology and has a strong talent market, making it an ideal location for us to expand operations,” said Mike Verdu, senior vice president of games at Zynga. “As one of the most prominent social game companies in Boston, the Conduit team shares a similar culture and drive with Zynga, and together we anticipate great successes from our new studio.” Today’s acquisition, along with the recently announced joint venture with SoftBank for the launch of Zynga Japan, continues to extend the company's footprint worldwide, creating more opportunities for Zynga to connect the world through games. About Zynga Zynga is the world’s largest social game developer. More than 232 million monthly active users play its games. Zynga’s games include FarmVille, Treasure Isle, Zynga Poker, Mafia Wars, YoVille, Café World, FishVille, PetVille and FrontierVille. Zynga games are available on Facebook, MySpace and the iPhone. -
Zynga and Mclaren Put CSR Racing 2 Players in the Driver's Seat of the New Mclaren 720S
March 9, 2017 Zynga and McLaren Put CSR Racing 2 Players in the Driver's Seat of the New McLaren 720S For the First Time Ever, Players Can Experience the McLaren 720S from Their Mobile Device SAN FRANCISCO, March 09, 2017 (GLOBE NEWSWIRE) -- Zynga (Nasdaq:ZNGA), a leading social game developer, today announced the exclusive release of the new McLaren 720S in CSR Racing 2 (CSR2), a mobile racing game developed by Zynga's UK-based studio, NaturalMotion. The McLaren 720S was publicly announced earlier this week by McLaren at the Geneva International Motor Show on March 7, and marks the first time a supercar has been added to the vehicle lineup in CSR2 the same week as the car's worldwide unveiling. "McLaren is a leader in the automotive industry, combining cutting edge technology and precision design to create some of the most advanced sports and supercars in the world," said Torsten Reil, CEO of NaturalMotion. "We're incredibly proud to be working with McLaren to give CSR2 mobile game players a chance to see and experience the new McLaren 720S the same week as the car's real-world debut. Players can now add the McLaren 720S to their CSR2 garage, adding to their collection of other McLaren favorites like the iconic McLaren P1™ and the P1™ GTR, as well as the 650S, 675LT and 570S." "We're big fans of the CSR Racing franchise and are excited to deliver McLaren fans around the world a console quality experience on mobile that beautifully represents the new McLaren 720S," said Hayley Robinson, Licensing Manager at McLaren Automotive. -
Edutech Cluster Report
Equity and Opportunity Economic Cluster Reports Educational Technologies For additional tools and resources related to this and other topics and projects supported by the Lane Livability Consortium, visit the Livability Lane Toolkit webpage: www.livabilitylane.org/toolkit EduTech Cluster Report Analysis, Report, and Recommendations Regarding Secondary Education, Technical Services, Information Technologies & Applied Social Science in Eugene-Springfield MSA Acknowledgements Prepared: William R. Ellis, City of Eugene July 4, 2012 The work that provided the basis for this publication was supported by funding under an award with the U.S. Department of Housing and Urban Development. The substance and findings of the work are dedicated to the public. The author and publisher are solely responsible for the accuracy of the statements and interpretations contained in this publication. Such interpretations do not necessarily reflect the views of the Government. Table of Contents Body of Report Purpose of the Report ................................................................................................1 Executive Summary ...................................................................................................1 Education Technology Definition .................................................................................2 Video Game Studios and Education Research in Eugene ............................................... 3 Scale of Local Software Publishing Industry and Firms ................................................. 4 -
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 .............................................................................................................................. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Zynga Seeks New Harvest with Mobile Farmville Game 17 April 2014, by Glenn Chapman
Zynga seeks new harvest with mobile FarmVille game 17 April 2014, by Glenn Chapman "FarmVille really put social gaming on the map," Davies said. "It has stood the test of time." The new mobile version of the game was released globally in more than dozen languages. Since tens of millions of people still play "FarmVille" with friends at Facebook, the mobile version connects back to the leading social network. It also connects with Facebook rival Google+. However, the mobile version of the game gives people the option of playing FarmVille without friends for the first time in the franchise, according to Zynga vice president of games Jonathan Knight. A pedestrian walks by the Zynga headquarters on July 25, 2013 in San Francisco, California FarmVille is essentially what it sounds like, in that players feed livestock, nurture crops, craft goods and virtually tend to other aspects of country life. Social games pioneer Zynga on Thursday released In the mobile version, "we've added more ways for a version of the hit "FarmVille" tailored for players to team up together, help each other out smartphones and tablets in the hope of reaping a and even compete," Davies said. bumper crop of players. Bite-sized play The San Francisco-based game maker set on its heels by a shift away from desktop computers is Zynga has made a priority of adapting games for out to regain momentum with the mobile-format lifestyles increasingly centered on smartphones "Farmville 2: Country Escape" for iPhone, iPad and and tablets. The new game takes advantage of Android devices. -
Crown Jewels and Royal Pains: a Castleville Postmortem
Crown Jewels and Royal Pains: A CastleVille Postmortem William Lemons Senior Designer, Zynga Bruce Shelley Director of Design, Zynga Who Are We? • Bruce Shelley: Zynga Director of Design • Game developer since 1980 • Began in paper and board games • Transitioned to computer games late 1980s • Credits include Civilization (1st edition), Railroad Tycoon (1st edition), Age of Empires series, Settlers 7 • William Lemons: Zynga Senior Designer • Began developing educational games for the University of Texas at Dallas • Joined Bonfire Studios in 2010 • Developed iPhone Games We Farm and Adventure Bay Agenda • Preproduction & Production • What Worked • What Didn’t Work • Solutions • Live Game/Cadence Process • What Worked • What Didn’t Work • Solutions • What We Will Take Forward • Q&A Zynga Dallas • Originally Bonfire Studios, founded in 2009 • By former Ensemble Studios employees • Currently 50+ employees • Acquired by Zynga in 2010 • First project for Zynga was CastleVille What Is CastleVille? • Began as a Zynga “ville” game set in the Middle Ages • Distinguished by: • Beautiful art • Polished interface • Original music • Design enhancements • Leverage • Take our experience with RTS and adapt it to social • Big Design Features CastleVille poster • Characters with stories as quest sources February 2011 • Over-arching story with a villain • Crafting and map expansion What Is CastleVille? Pre-Production & Production Pre-Production & Production Stages • Pitch = green light stage • Pre-Production = planning stage • Our best ideas up front for how -
Growth Opportunities for Online Games Beyond Facebook
Growth Opportunities for Online Games Beyond Facebook Philip Reisberger Chief Revenue Officer Games Developer Conference San Francisco Bigpoint at a Glance The Company The Figures Founded 2002 70 active games, 30 languages Number of Employees 900+ More than 250+ million users Over 1 billion daily transactions Key Titles Battlestar Galactica Online, Drakensang Industry Accolades Online, DarkOrbit, Farmerama European Business Awards 2011 Unity Awards 2011 Locations Investor Allstars Awards 2011 Hamburg (GER), Berlin (GER) Startup of the Century Award 2011 San Francisco (USA) European Games Awards 2011 Malta, Sao Paulo (BRA) Browser Game of the Year 2011 Paris (FRA), London (UK) Mashable Best Online Game 2010 International Business Award 2010 2 What Happened in 2011 3 Facebook Growth Penetration of Total Internet Audience Out of 2.1 Billion Internet Users Worldwide Source: CNET 4 Social Games Explosion Top 10 Facebook Games of 2011 1. GARDENS OF TIME (PLAYDOM) 2. THE SIMS SOCIAL (EA) 3. CITYVILLE (ZYNGA) 4. DOUBLEDOWN CASINO (DOUBLEDOWN ENTERTAINMENT) 5. INDIANA JONES ADVENTURE WORLD (ZYNGA) 6. WORDS WITH FRIENDS (ZYNGA) 7. BINGO BLITZ (BUFFALO STUDIOS) 8. EMPIRES & ALLIES (ZYNGA) 9. SLOTOMANIA-SLOT MACHINES (PLAYTIKA) 10. DIAMOND DASH (WOOGA) Source: Mashable 5 In Europe, Facebook is building a dedicated gaming team… Goal to replicate US gaming ecosystem More then 500 million downloads of Angry Birds across all platforms Angry Birds Rio won "Best Mobile App for Consumers" at Global Mobile Awards, "Best Mobile Game" at the Mobile Excellence Awards and "Best Mobile Game" at the Golden Joystick Awards. 185% User Growth in 2011 – Berlin Start Up #3 on Facebook 14 million (01/11) => 40 million MAU (01/12). -
A Literature Review
The imbalanced state of free-to-play game research: A literature review Kati Alha Tampere University Kanslerinrinne 1 FI-33014 Tampere, Finland +358 40 190 4070 [email protected] ABSTRACT As free-to-play games have increased their economic value, the research interest on them has increased as well. This article looks at free-to-play game research conducted so far through a systematic literature review and an explorative analysis of the documents included in the review. The results highlight an excessive focus especially on behavioral economic studies trying to maximize the player bases and profits, while other aspects, such as meaningful game experiences, cultural and societal implications, or critical review of the phenomena have been left in the marginal. Based on the review results, this article suggests four future agendas to reinforce the lacking areas of free-to-play game research. Keywords free-to-play, freemium, games, literature review, research agendas INTRODUCTION The game industry has changed. Revenue models have shifted from retail products to service relationship between the publisher and the customer (Sotamaa & Karppi 2010). The industry has grown due to changes in the business models and the consumption of games. By offering the game for free, games can reach wider audiences, and by offering in-game content for a fee, companies can still generate considerable income. This revenue model called free-to-play represents one of the most notable forces of change in the game industry. After reaching economic success, the free-to-play revenue model has anchored itself deeply and substantially in the game ecosystem. -
May the Best Friend Win! Zynga Launches Words with Friends 2 to Global Audiences
Zynga Logo May the Best Friend Win! Zynga Launches Words With Friends 2 to Global Audiences November 8, 2017 New game features more ways to play the world’s most popular mobile word game than ever before with Solo Challenge, Lightning Round, Social Dictionary and Boosts SAN FRANCISCO, Nov. 08, 2017 (GLOBE NEWSWIRE) -- Today, Zynga (Nasdaq:ZNGA), a leading social game developer, announced the launch of Words With Friends 2, a next-generation take on the world’s most popular mobile word game. With innovative, engaging new features inspired by eight years of Words With Friends gameplay, Words With Friends 2 is available today on the App Store for iPhone and iPad and on Google Play for Android devices. Since launching in 2009, Words With Friends has been installed more than 250 million times and is one of the App Store's Top 10 free games of all time, with an Words With Friends 2 estimated 57 million active Words With Friends matches being played around the world at any given moment. Words With Friends 2 pairs the classic gameplay of Words With Friends with the top features requested from the Words With Friends player community, including an AI bot-powered Solo Challenge, team versus team Lightning Round and enhanced Social Dictionary. “As one of Zynga’s most popular and iconic forever franchises, Words With Friends continues to connect millions of people around the world every day through a shared love of social wordplay,” said Bernard Kim, President of Publishing, Zynga. “Words With Friends 2 honors the rich, pop-culture legacy and beloved social gameplay of Words With Friends, while introducing innovative features in the largest refresh in the game’s eight-year history. -
How Mark Zuckerberg Turned Facebook Into the Web's Hottest Platform by Fred Vogelstein 09.06.07 He Didn't Have Much Choice but to Sell
1 COLUMBIA PICTURES Presenta in Associazione con RELATIVITY MEDIA una Produzione SCOTT RUDIN, MICHAEL DE LUCA, TRIGGER STREET un film di DAVID FINCHER (id.) JESSE EISENBERG ANDREW GARFIELD JUSTIN TIMBERLAKE ARMIE HAMMER MAX MINGHELLA Musiche di TRENT REZNOR & ATTICUS ROSS Costumi di JACQUELINE WEST Montaggio di ANGUS WALL, KIRK BAXTER Scenografie di DONALD GRAHAM BURT Direttore della fotografia JEFF CRONENWETH Executive Producers KEVIN SPACEY Tratto dal libro “The Accidental Billionaires” di BEN MEZRICH Sceneggiatura di AARON SORKIN Prodotto da SCOTT RUDIN, DANA BRUNETTI, MICHAEL DE LUCA, CEÁN CHAFFAIN Regia di DAVID FINCHER Data di uscita: 12 novembre 2010 Durata: 120 minuti sonypictures.it Distribuito da Sony Pictures Releasing Italia 2 CARTELLO DOPPIATORI - THE SOCIAL NETWORK UFFICIO STAMPA Cristiana Caimmi Dialoghi Italiani Valerio Piccolo Direzione del Doppiaggio Alessandro Rossi Voci MARK ZUCKERBERG – Davide Perino EDUARDO SAVERIN – Lorenzo de Angelis SEAN PARKER – Gabriele Lopez CAMERON e TYLER WINKEL VOSS – Marco Vivio DIVYA NARENDRA – Gianfranco Miranda ARICA ALBRIGHT – Chiara Gioncardi Fonico di Mix Alessandro Checcacci Fonico di Doppiaggio Stefano Sala Assistente al Doppiaggio Silvia Alpi Doppiaggio eseguito presso CDC SEFIT GROUP 3 Note di Produzione Ogni epoca ha i suoi visionari, che sulla scia del loro genio, lasciano un mondo cambiato. Ma tutto ciò raramente avviene senza che ci siano contrasti. Nel film The Social Network, il regista David Fincher e lo sceneggiatore Aaron Sorkin raccontano il momento in cui è stato creato Facebook, il fenomeno sociale più rivoluzionario del nuovo secolo, attraverso lo scontro di alcuni giovani brillanti che affermano di aver preso ognuno parte alla nascita del progetto. Il risultato è il racconto di un dramma che alterna la creatività alla distruzione, in cui non c'è un solo punto di vista ma un duello narrativo che rispecchia perfettamente la realtà delle relazioni sociali dei nostri giorni.