Motivational Game Design Patterns of ‘Ville Games
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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 .............................................................................................................................. -
Industry Gaming Leaders Hasbro and Zynga Announce Global Partnership
February 9, 2012 Industry Gaming Leaders Hasbro and Zynga Announce Global Partnership Hasbro signs exclusive worldwide strategic alliance to develop wide range of products based on Zynga's highly popular and iconic brands SAN FRANCISCO & PAWTUCKET, R.I.--(BUSINESS WIRE)-- Hasbro, Inc. (NASDAQ: HAS) and Zynga (NASDAQ: ZNGA) announced today a comprehensive partnership that grants Hasbro the rights to develop a wide range of toy and gaming experiences based across Zynga's popular social games and brands. As the world's largest social game developer with more than 227 million monthly active users, Zynga has created some of the world's most popular social game brands including FarmVille, CityVille and Words With Friends. Through this agreement, Hasbro has obtained the license to develop and distribute wide ranging product lines based on Zynga's game brands in a number of toy and game categories. This deal also creates an array of opportunities for co-branded merchandise featuring a combination of both Hasbro and Zynga brands. "It's exciting to partner with Hasbro as we share a common vision for play and a mission to connect the world through games," said Mark Pincus, founder, CEO and chief product officer of Zynga. "This partnership is so special because it represents an exciting leap forward in enabling people to connect their virtual and real worlds. Hasbro has inspired play through their famous toys, games and action figures and we look forward to working with a company that continually creates meaningful and fun brands." "Hasbro is thrilled to have the opportunity to bring Zynga's immensely popular social games to life in a variety of creative and new expressions that reflect consumers' growing desire to surround themselves with gaming brands they love anytime, anywhere together with their friends and family," said Brian Goldner, President and CEO of Hasbro. -
FOR IMMEDIATE RELEASE Zynga's Brian Reynolds Joins Academy Of
FOR IMMEDIATE RELEASE Zynga’s Brian Reynolds Joins Academy of Interactive Arts & Sciences’ Board of Directors Calabasas, Calif. and San Francisco – February 1, 2012 – The Academy of Interactive Arts & Sciences (AIAS), the professional video games organization advancing the artistic values of the interactive entertainment community, and Zynga (NASDAQ: ZNGA), the world’s leading social game developer, today announced that Brian Reynolds, chief game designer, Zynga, has been appointed to the AIAS’ Board of Directors effective immediately. A twenty-one-year industry veteran, Brian Reynolds is recognized as one of the industry's most talented and productive game designers. Honored by PC Gamer magazine as one of twenty-five "Game Gods" and one of IGN’s “Top 100 Game Creators of All Time,” Reynolds played a key role founding three successful videogame studios: Firaxis, Big Huge Games, and Zynga East. At Zynga, Brian led FrontierVille to 35 million players and now helps game teams across the company innovate on social gameplay. “Zynga has been leading the charge for delivering quality social gaming to an ever expanding demographic,” said Martin Rae, president, Academy of Interactive Arts & Sciences. “And they have been at the forefront of one of the major shifts in our industry. Brian’s work at Zynga has helped redefine how people enjoy and interact with the medium of gaming, and we are proud to have his experience and deep insight on the Board as gaming further becomes a part of everyone’s everyday life.” “I’m incredibly excited to be joining the Academy Board,” said Brian Reynolds, Zynga’s Chief Game Designer. -
Cityville: Reasons, Objectives and Priorities for Online Play and Communication
Observatorio (OBS*) Journal, (2018), 156-174 1646-5954/ERC123483/2018 156 CityVille: reasons, objectives and priorities for online play and communication Maria Esther Del Moral*, Alba Patricia Guzmán** *Universidad de Oviedo, Spain **Unidades Tecnológicas de Santander, Colombia Abstract The game CityVille, developed on social networks and focused on virtual city construction, allows players to have fun interacting online and collaborating with others in order to make their cities grow. The survey performed among members of the Fans-Cityville multinational community on Facebook (N=105) –63.0% men and 37.0% women– clearly shows that playing and sharing their hobby makes these individuals happy. 47.0% of them play between 3 and 6 hours every day and, although one can play for free, almost half of the players spend 8 USD per month on average to progress faster. Unlike men, whose outstanding competitive profile explains their exclusive goal of reaching the highest level –communicating with others only as a way to obtain new resources and win– women prioritize collaborative entertainment and thus assign more value to strategy exchange, mutual collaboration, and the opportunity to broaden their network of contacts and friends. Keywords: CityVille, Social Network Games, Communication Strategies, Collaborative Play. Introduction Multiplayer gaming has become widespread on social networks, especially so through connections on Facebook, making the relationships between users more dynamic, favoring their intercommunication within the fun activities of various types to which they have subscribed, promoting a collaborative type of entertainment and encouraging player interaction (Burroughs, 2014), and facilitating knowledge transmission among those users who converge on these ludic spaces around pre-established play parameters (Camilleri, Busuttil & Montebello, 2011). -
The Business and Dynamics of Free-To-Play Social-Casual Game Apps by Thomas Hughes Speller, III
The Business and Dynamics of Free-To-Play Social-Casual Game Apps by Thomas Hughes Speller, III B.A. Film Studies University of California, Santa Barbara, 2005 Submitted to the System Design and Management Program ARCHIVES in Partial Fulfillment of the Requirements for the Degree of Master of Science in Engineering and Management at the Massachusetts Institute of Technology February 2012 0 2012 Thomas Hughes Speller, IlIl All rights reserved The author hereby grants to MIT permission to reproduce and to distribute publicly Paper and electronic copies of this thesis document in whole or in part Author Thomas Hughes Speller, IlIl System Design & Management Program February 2012 Certified by (9 Michael Cusumano Sloan Managemen Review Distinguished Professor, MIT Sloan School of Management -/"' I- rCn Accepted by_ Patrick Hale Director System Design & Management Program This page has been intentionally left blank. The Business and Dynamics of Free-To-Play Social-Casual Game Apps by Thomas Hughes Speller, Ill Submitted to the System Design and Management Program on January 20, 2012 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Engineering and Management Abstract The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. -
Z-Y-N-G-A Brings Bingo Back!
Z-Y-N-G-A Brings Bingo Back! I-27, Gateway to Heaven! Classic Bingo Game Hits the Jackpot with Zynga Bingo, as Latest Game in New Zynga Casino Franchise SAN FRANCISCO--(BUSINESS WIRE)-- Zynga (NASDAQ:ZNGA), the world's leading provider of social game services, today announced the global launch of Zynga Bingo, a modern take on the classic bingo game with a fresh look and social features. Launching within Zynga's newly established franchise, Zynga Casino, the game brings back the challenge, thrill of victory, and social escape that will keep players around the world entertained and pining for another chance to call out BINGO. Zynga Bingo launched in closed beta in late January, giving a limited number of players a chance to hit the jackpot without leaving home. Zynga Bingo is more than just your normal game of numbers and daubers -- it's your local bingo hall, shaken up. Features include: ● Luck & Loaded: Like to think on your toes? Players can compete with up to six cards at once for an even greater chance to get to the top of the leaderboard. ● Get Free Daubs: ‘With a little help from my friends' takes on a new meaning in the game — with Zynga Bingo's best power-up available. Each friend automatically daubs a free square on each of your cards. ● Friends First: Coming soon, see what rooms your friends are in, and challenge them to a race to see who can get bingo first. ● Bingo Lingo: Players compete against other players simultaneously (similarly to how Zynga Poker is played). -
Inteligencia Colectiva En Los Juegos Sociales En Facebook. Zynga Versus EA Playfish: Empresas, Usuarios, Contenidos E Interacciones
Inteligencia colectiva en los juegos sociales en Facebook. Zynga versus EA Playfish: empresas, usuarios, contenidos e interacciones. Autora: Lluïsa Díaz Álvarez Tesis Doctoral – 2015 Director de tesis: Emilio Fernández Peña Doctorado en Contenidos de Comunicación en la Era Digital Departamento de Comunicación Audiovisual y Publicidad Facultad de Ciencias de la Comunicación Universidad Autónoma de Barcelona (UAB) Inteligencia colectiva en los juegos sociales en Facebook. Zynga versus EA Playfish: empresas, usuarios, contenidos e interacciones. Lluïsa Díaz Álvarez 2 Inteligencia colectiva en los juegos sociales en Facebook. Zynga versus EA Playfish: empresas, usuarios, contenidos e interacciones. Lluïsa Díaz Álvarez 3 Inteligencia colectiva en los juegos sociales en Facebook. Zynga versus EA Playfish: empresas, usuarios, contenidos e interacciones. Lluïsa Díaz Álvarez 4 Inteligencia colectiva en los juegos sociales en Facebook. Zynga versus EA Playfish: empresas, usuarios, contenidos e interacciones. Lluïsa Díaz Álvarez AGRADECIMIENTOS Esta tesis no habría sido posible sin la estimable preparación y apoyo recibido durante mi paso por la Universidad Autónoma de Barcelona, concretamente, por el Departamento de Comunicación Audiovisual y Publicidad. Quiero agradecer los años transcurridos desde mi comienzo en el Máster de Investigación de Contenidos en la Era Digital, en el 2009 hasta la finalización de la tesis doctoral en noviembre del 2015. Ha sido un tiempo de adquisición de conocimientos, de intercambio de ideas y de crecimiento personal. Durante este recorrido he tenido la suerte de conocer a profesores y compañeras, de los cuales, he aprendido mucho y seguiré aprendiendo. Por la temática de la Tesis, me he adentrado en un mundo que siempre me ha atraído y del que siempre he disfrutado de una manera u otra. -
Bitcoin Is Driving Digital Innovation in Entertainment, Media and Communications (EMC)
Consumer Intelligence Series www.pwc.com/us/communications www.pwc.com/us/em Digital Disruptor How Bitcoin is Driving Digital Innovation in Entertainment, Media and Communications (EMC) January 27, 2014 PwC #DigitalDisruptor DIGITAL DISRUPTOR: HOW BitCOIN IS DRIVING INNOVatiON IN EMC Three key points on Bitcoin Bitcoin is a secure, U.S.-government approved digital currency, and it is gaining momentum via new and emerging companies while a handful of larger, established companies begin to experiment with it. While it’s one of 70 digital currencies available, Bitcoin is generating the most buzz and activity. So what should executives know about Bitcoin and its potential impact? Our point of view: 1. Bitcoin can be part of an innovation strategy for products, services and payment systems. Listening closely to early Bitcoin advocates is key. The entertainment sector is experimenting with letting consumers pay for new music downloads via Bitcoin. 2. Early adopters enjoy a public relations and marketing advantage. Being noted as a Bitcoin innovator can potentially generate favorable press and social media mentions. In 2014, social gaming company Zynga added Bitcoin to its most popular games and garnered thousands of media mentions. 3. The value of Bitcoin is frequently fluid and roller coaster-like. Dynamic pricing of products is needed with daily cash-outs and a trusted payment partner. In the tourism sector, CheapAir.com has partnered with Coinbase to leverage those features. This PwC Consumer Intelligence Series report explores the emerging impact of Bitcoin on entertainment, media and communications companies. It is based on our analysis of the 3.4 million online mentions Bitcoin had in 2013 as well as a PwC-commissioned online consumer survey to gather awareness, attitudes and behaviors about Bitcoin. -
Social Network Game: Digital Addiction Versus Communication And
DEL MORAL, M.E. y GUZMÁN, A. Social network game CUADERNOS.INFO Nº 38 ISSN 0719-3661 Versión electrónica: ISSN 0719-367x http://www.cuadernos.info doi: 10.7764/cdi.38.810 Received: 08-05-2015 / Accepted: 05-09-2016 Social network game: Digital addiction versus communication and interaction in CityVille? Jugar en red social: ¿adicción digital versus comunicación e interacción en CityVille? Jogar na rede social: Vício digital versus comunicação e interação no CityVille? Mª ESTHER DEL MORAL PÉREZ, Universidad de Oviedo, Asturias, España [[email protected]] ALBA PATRICIA GUZMÁN DUQUE, Unidades Tecnológicas de Santander, Bucaramanga, Colombia [[email protected]] ABSTRACT RESUMEN RESUMO Network playing carries the risks of Jugar en red implica riesgos de adicciones, Jogar em rede implica em riscos de vício, addiction related to excessive time and por invertirse excesivo tiempo y dinero y ao investir dinheiro e tempo excessivo money investment and the virtualization virtualizarse las relaciones, aunque puede e virtualizar as relações, embora isso of relationships, although it may facilitate favorecer la comunicación ligada al entret- pode facilitar a comunicação ligada ao communication linked to online enimiento online. Tras consultar a jugadores entretenimento online. Após consulta entertainment. Interviews with CityVille de CityVille (N=105), se constata la relación com os jogadores de CityVille (N = 105) players (N=105) show the relationship entre tiempo y gasto invertido, y niveles y é constatada a relação entre o tempo between time and money invested with logros alcanzados. Los hombres dedican más e o dinheiro investido com níveis e levels achieved and accomplishments. Men dinero y tiempo a jugar que las mujeres y pri- realizações. -
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 -
New Health Information Technology Center to Promote CS Research
i cl i ck ! MAGAZINE click MAGAZINE 2013, VOLUME I New Health Information Technology Center to promote CS research ALSO IN THIS ISSUE: CS @ ILLINOIS Award Recipients 3 Illinois Joins Coursera 19 Chicago Recruits on Campus 30 Faculty Awards Abound 32 ACM and WCS K-12 Outreach 37 Department of Computer Science click! Magazine is produced twice yearly for the friends of got your CS swag? CS @ ILLINOIS to showcase the innovations of our faculty and students, the accomplishments of our alumni, and to inspire our partners and peers in the field of computer science. Department Head: Special thanks to these Rob A. Rutenbar collaborators on this http://my.cs.illinois.edu/buy issue of click! Magazine: Associate Department Heads: David Forsyth Editors: Klara Nahrstedt Colin Robertson Craig Zilles Michelle Wellens CS Alumni Advisory Board: Writers: Alex R. Bratton (BS CE ‘93) Janie Chang Ira R. Cohen (BS CS ‘81) Rick Kubetz Vilas S. Dhar (BS CS ‘04, BS LAS BioE ‘04) Jennifer LaMontagne William M. Dunn (BS CS ‘86, MS ‘87) Leanne Lucas Mary Jane Irwin (MS CS ‘75, PhD ‘77) Herb Morgan Daniel L. Peterson (BS CS ‘05) Megan Osfar Peter L. Tannenwald (BS LAS Math & CS ‘85) Colin Robertson Jill Zmaczinsky (BS CS ‘00) Laura Schmidt Michelle Wellens Contact us: [email protected] Design: 217-333-3426 Surface 51 It’s not computer literacy that we should be working on, but sort of human-literacy. Computers have to become human-literate. Nicholas P. Negroponte 2 CS @ ILLINOIS Department of Computer Science College of Engineering, College of Liberal Arts & Sciences University of Illinois at Urbana-Champaign click i MAGAZINE 2013, VOLUME I 2 Letter from the Head 3 CS @ ILLINOIS Awards 12 Alumni News 14 New Health Information Technology Center 17 Illinois-Mayo Alliance 19 Coursera 20 In the Lab 27 CS by the Numbers 28 Students 30 Chicago After Hours 32 Faces 37 Outreach 42 Gifts in Action 49 The #lastword click! MAGAZINE 1 letteR FROM THE HEAD It never ceases to surprise me how things “I did as a graduate student come back to inform and support whatever I’m working on at the moment. -
Helpful SMC Lessons
What's an Initial Public Offering (IPO)? An IPO is the very first sale of a stock by a company that had been privately held. In our earlier example, when Amanda and Jessica decided they would expand their clothing business by selling stock, their stock was offered for sale in an IPO. An IPO is an exciting time for both the company and investors. For the company, it means it is getting a large influx of cash.This money can be used to reward employees who were critical to a company's success, pay off loans (retire debt), invest in the company, or some combination of each. For investors, it is a new opportunity to invest in. There are many stories of investors who invested early with a company and made millions of dollars as a result. IPOs - An Investment Opportunity There is often a lot of excitement with an IPO. In July, 2011, Dunkin' Donuts (NASDAQ: DNKN) had an IPO with an initial price of $19. By the end of the first day, it closed at $27.85, a gain of $8.85 per share, or 47%! Someone investing in 1,000 shares would have a profit of $8,850 in just one day! Some IPOs go one to a long history of success. In March, 1986, Microsoft (NASDAQ: MSFT) had an IPO with an initial price of $21. By the end of the first day, it closed at $27.75, and while not as much of a single-day gain as Dunkin' Donuts, over time each share is worth many times that amount.