Taking on the Mob – Protecting Your Social Game with Trade Dress
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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. -
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 .............................................................................................................................. -
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. -
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. -
Human Computation and Human Subject Tasks in Social Network Playful Applications
University of Bremen Doctoral Thesis Human Computation and Human Subject Tasks in Social Network Playful Applications Supervisors: Author: Dr. Rainer Malaka Aneta Takhtamysheva Dr. Andreas Breiter A thesis submitted in fulfilment of the requirements for the degree of Doctor of Engineering (Dr.-Ing.) in the Digital Media Mathematics and Informatics March 2016 Declaration of Authorship I, Aneta Takhtamysheva, declare that this thesis titled, ’Human Computation and Human Subject Tasks in Social Network Playful Applications’ and the work presented in it are my own. I confirm that: This work was done wholly or mainly while in candidature for a research degree at this University. Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. Where I have consulted the published work of others, this is always clearly at- tributed. Where I have quoted from the work of others, the source is always given. With the exception of such quotations, this thesis is entirely my own work. I have acknowledged all main sources of help. Where the thesis is based on work done by myself jointly with others, I have made clear exactly what was done by others and what I have contributed myself. Signed: Date: ii UNIVERSITY OF BREMEN Abstract Mathematics and Informatics Doctor of Engineering (Dr.-Ing.) Human Computation and Human Subject Tasks in Social Network Playful Applications by Aneta Takhtamysheva Universal connectivity has made crowdsourcing - an online activity of a crowd toward the completion of a goal requested by someone in an open call - possible. -
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. -
Writing in the Flow: Assembling Tactical Rhetorics in an Age of Viral Circulation
MIAMI UNIVERSITY The Graduate School Certificate for Approving the Dissertation We hereby approve the Dissertation of Dustin Wayne Edwards Candidate for the Degree Doctor of Philosophy ______________________________________ James Porter, Director ______________________________________ Heidi McKee, Reader ______________________________________ Jason Palmeri, Reader ______________________________________ Michele Simmons, Reader ______________________________________ James Coyle, Graduate School Representative ABSTRACT WRITING IN THE FLOW: ASSEMBLING TACTICAL RHETORICS IN AN AGE OF VIRAL CIRCULATION by Dustin W. Edwards From prompts to share, update, and retweet, social media platforms increasingly insist that creating widespread circulation is the operative goal for networked writing. In response, researchers from multiple disciplines have investigated digital circulation through a number of lenses (e.g., affect theory, transnational feminism, political economy, public sphere theory, and more). In rhetoric and writing studies, scholars have argued that writing for circulation—i.e., envisioning how one’s writing may gain speed, distance, and momentum—should be a prime concern for teachers and researchers of writing (e.g., Gries, 2015; Ridolfo & DeVoss, 2009; Porter, 2009; Sheridan, Ridolfo, & Michel, 2012). Such work has suggested that circulation is a consequence of rhetorical delivery and, as such, is distinctly about futurity. While a focus on writing for circulation has been productive, I argue that that writing in circulation can be equally productive. Challenging the tendency to position circulation as an exclusive concern for delivery, this project argues that circulation is not just as an end goal for rhetorical activity but also as a viable inventional resource for writers with diverse rhetorical goals. To make this case, I construct a methodology of assemblage to retell stories of tactical rhetorics. -
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. -
Contents [Edit] History
Zynga (English pronunciation: /ñzųŋŪŢ/) is a Web 2.0-based social network game developer located in San Francisco, California, United States.[1] The company develops browser-based games that work both stand-alone and as application widgets on social networking websites such as Facebook and MySpace. Contents [hide] y 1 History y 2 Business model o 2.1 Platinum Purchase Program y 3 Studios and subsidiaries o 3.1 Current y 4 Controversies o 4.1 Games 4.1.1 Spam concerns 4.1.2 Game quality 4.1.3 Replication of existing games 4.1.4 Viability o 4.2 Scam ads o 4.3 Other criticism y 5 Funding y 6 Games o 6.1 Games Discontinued y 7 Zynga.org y 8 References y 9 External links [edit] History Zynga was founded in July 2007 by Mark Pincus, Michael Luxton, Eric Schiermeyer, Justin Waldron, Andrew Trader, and Steve Schoettler.[2] They received USD $29 million in venture finance from several firms, led by Kleiner Perkins Caufield & Byers in July 2008, at which time they appointed former Electronic Arts Chief Creative Officer Bing Gordon to the board.[3] At that time, they also bought YoVille, a large virtual world social network game.[3] According to their website, as of December 2009, they had 60 million unique daily active users.[4] The company name '"Zynga" comes from an American bulldog once owned by Mark Pincus.[5] As of September 2010, Zynga had over 750 employees.[6] On 17 February 2010, Zynga opened Zynga India in Bangalore, the company¶s first office outside the United States.[7] On 18 March 2010, Zynga confirmed that they will open a second -
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). -
Zynga Shows Its Dark Side with Launch of Mafia Wars 2
ZYNGA SHOWS ITS DARK SIDE WITH LAUNCH OF MAFIA WARS 2 First Official Zynga Sequel Takes Players on a Ride of Social Power, Betrayal and Revenge SAN FRANCISCO – October 10, 2011 – Zynga, the world’s leading social game developer, today announced the global launch of Mafia Wars 2, an experience that lives on the wrong side of the social gaming tracks. Debuting in 16 languages, the most for any Zynga game at launch, Mafia Wars 2 is Zynga’s first official sequel, taking one of the company’s oldest and most successful franchises to a new level of wicked fun. Mafia Wars 2 introduces an immersive world with ruthless characters, and blends the photo realistic world of Mafia Wars with a modern graphic novel style. Built by the veteran team that created the original Mafia Wars game, Mafia Wars 2 draws inspiration from the dark side of the original, and incorporates the best components of other Zynga games. Mafia Wars 2 is a story-driven, social experience where players must rise up, get revenge, and build the largest crime empire the world has ever seen. Fresh out of prison, players are welcomed back with open arms by their crime boss and handed a new turf to own and run. After getting back on their feet, players are soon betrayed and must embark on a mission of revenge to seize control of what’s rightfully theirs. Mafia Wars 2 places a core emphasis on player vs. player combat. Familiar to Mafia Wars fans, players build their crew to help them on missions, fight rivals, take on crime bosses, and visit friends’ turfs to enhance their criminal empire and character abilities.