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Zynga Goes Real Time with Arcade-Style Game 8 May 2012, by Glenn Chapman
Zynga goes real time with arcade-style game 8 May 2012, by Glenn Chapman rack to match colors and clear paths to higher levels, a preview revealed. "The hero is Bubbles, a space drop-out monkey that has been living the good life in the jungle until poachers come and start taking his friends," Turmell said. "He has to rescue his friends and stop the poachers." Zynga is considering partnering with a group such as the Ngamba Island Chimpanzee Sanctuary in Uganda in keeping with the game's nature- Facebook games star Zynga is launching an old-school, arcade-style title that will be free at its new website or at defending theme. the world's biggest social network. "It is always good in a game to have an arch enemy, and the concept of poachers running amok in the jungle is very real," Turmell said. Facebook games star Zynga is launching an old- school, arcade-style title that will be free at its new "It is something no one is happy with... We have website or at the world's biggest social network. been trying to figure out a way to partner with that community and try to help." "Bubble Safari" crafted by a Zynga studio in the southern California city of San Diego will be the Zynga Networks posted a "Bubble Safari" video first title to debut simultaneously at zynga.com and trailer at YouTube for those interested in a peek at at Facebook on Wednesday. the game. "This is a new style of game for Zynga in that it is a Hazards and challenges heighten as players straight-out arcade game where people are going advance through the faux jungle and the 65 levels to lose," said studio creative director Mark Turmell, in the game. -
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 .............................................................................................................................. -
Hold Onto Your Horns: Zynga Launches Running with Friends for Worldwide Audiences
May 9, 2013 Hold Onto Your Horns: Zynga Launches Running With Friends for Worldwide Audiences Players to Show-Off Their Bullish Bravado as They Challenge Opponents in the Newest 'With Friends' Game Available Today Exclusively on iPhone, iPad, and iPod touch SAN FRANCISCO, May 9, 2013 (GLOBE NEWSWIRE) -- Zynga, (Nasdaq:ZNGA), the world's leading provider of social game services, today launched Running With Friends to global audiences on iPhone, iPad, and iPod touch. Running With Friends is a high-speed, 3D action-arcade game and the first truly social endless runner game. Players around the world can now stampede their way through the cobblestone streets of Pamplona, Spain, home to the annual Running of the Bulls Festival, as they try to outmaneuver, outrun, and outscore their friends. As the seventh title in the globally popular 'With Friends' franchise and Zynga's entrant to the runner category, Running With Friends brings a new level of social interaction and fun to the genre. The game includes beloved social elements such as turn- based competition with real-life friends and a chance to bullishly climb the leaderboards by jumping, bumping, and sliding through challenging game-play. Easy to play but tough to master, players compete with friends in three rounds to outrun their opponents by swiping their screen vertically and horizontally to dodge charging bulls and speeding cars, or even ride a bucking bull for bonuses. Players select their own in-game character and can choose to run as a ninja, ballerina, or a zombie. "We are committed to expanding Zynga's mobile portfolio to bring players the most fun, social, and accessible games to play with their friends," said Travis Boatman, Senior Vice President of Mobile at Zynga. -
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Issue 01 – 2012 Journal –Peer Reviewed MELINDA JACOBS Flight 1337 [email protected] Click, click, click, click Zynga and the gamification of clicking Although the era of the social network game ofcially began with the launch of the Facebook Platform in 2007, it wasn’t until 2009 that social network games began to attract the spotlight of mainstream media with the runaway successes of several games. Not surprisingly, since that moment the online gaming industry has been fully occupied with discerning and attempting to replicate the elements that have made those Facebook games fruitful. Both academics and industry members have engaged in a hearty amount of discussion and speculation as to the reasons for the success seen by social network gaming, watching the evolution of the genre as companies have both emerged and retreated from the industry. Despite the large number of games appearing on Facebook by a variety of publishers and developers almost none have come close to meeting or bypass- ing the initial pace set by game developer Zynga. Over the course of just a few years, Zynga has built a company valued at over 15 billion USD with over 200 million monthly active users (MAU) of their games (Woo & Raice, 2011). The next closest game developer is EA at 55 million MAU. EA is one of the frst developers in the past three years to develop a game, The Sims Social with 28 million MAU, that has come close to average MAU counts—30 to 40 mil- lion—of the games released by Zynga (Appdata, 2011). What then is it about Zynga’s games in particular that make them so successful? In the discussion and literature addressing social network gaming and the reception and success of Zynga’s games in particular, three core features of their structural design stand out that are frequently referenced as reasons for the suc- cess of Zynga. -
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. -
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). -
CV Ali Yucel
Hello, I am Ali Yucel. I have been a professional translator since 2007. Although I studied to become an English Teacher in Anadolu University, I chose the path of translation long before I got my degree in English Language Teaching. My language pairs are English to Turkish and vice versa. I have Pro- certifications from ProZ.com in both. I love translating documents in different subjects. I enjoy overcoming challenges in translation jobs. To name a few companies; I have translated various content for Oracle, Microsoft, Electronic Arts, Rockstar Games, Bethesda, Eidos Interactive, Konami, Zynga, Ubisoft, Avast, Turkish Airlines, Michelin, and Unilever either directly or through the translation agencies I have been working with over the years. Please visit www.aliyucel.com for further information or my ProZ.com page for my verified credentials and sample translations; they speak for me better than I could describe in a thousand words. Personal Information: Name & Last Name: (Mr.) Ali Riza Yucel Nationality: Turkish Address: Akarca Mah. 846. Sk. No:2 D:3, Fethiye/Mugla, 48300 Turkey Phone: +90 505 270 52 15 Fax: - E-mail: [email protected] Web: www.aliyucel.com Language Pairs: English > Turkish (ProZ.com Certified PRO) Turkish > English (ProZ.com Certified PRO) Services: Translation Localization Interpreting Subtitling Proofreading & Editing My fields of expertise: Video Games Software Marketing / Advertising Tourism & Travel Engineering (General and Industrial) Business / Commerce (General) Certificates, Diplomas, Licenses, CVs Page 1 -
Microsoft Visual Identity Powerpoint Guidelines
© 2013 Newzoo www.newzoo.com Who do we serve? 2013/2014 Key Clients Newzoo assists in decision making on a strategic, product or marketing level. We provide global overview and deep local insights. Our data is based on a mix of financial analysis of company revenues, primary consumer research and transaction data. 80% of our clients are global headquarters. www.newzoo.com You & Newzoo Your Priorities, US UK GER FR IT ES BE NL RU Planning & Needs NEW …and how we can help BR PL TR AUS CHN KOR TW JP CAN We scope our services to suit your priorities in terms of geography, business models and market segments www.newzoo.com Newzoo Services | Subscriptions Continuous Custom Analysis Support MORE INFO MORE INFO MORE INFO www.newzoo.com/subscriptions www.newzoo.com/monthly-appstore-report www.newzoo.com/globalreport www.newzoo.com Newzoo Services | Other Communication & Consultancy Free Insights, Reports & Rankings Ensuring industry outsiders maximize potential. Sharing data and expertise with the industry community CHECK OUT ALL OUR FREE STUFF AT www.newzoo.com/free DOWNLOAD OUR LATEST FREE TREND REPORT AT www.newzoo.com/pcreport www.newzoo.com Newzoo Services | 1. Global Data Continuous Custom Analysis Support MORE INFO MORE INFO MORE INFO www.newzoo.com/subscriptions www.newzoo.com/monthly-appstore-report www.newzoo.com/globalreport www.newzoo.com Global Games Market Report & Data 1. 2013 Global Games Market Report 2. Global Games Market Report + Data Add-Ons + Updates Essential 48-page reference report with 2012 to 2016 projections This service combines our annual global report and granular 2012-2016 datasets with 12 months of service including quarterly updates and custom analysis support. -
Hasbro Launches KRE-O Cityville® Invasion, Innovative Construction Line Featuring New Sonic Motion Technology
August 1, 2013 Hasbro Launches KRE-O Cityville® Invasion, Innovative Construction Line Featuring New Sonic Motion Technology Kids will be Wowed by Zany New Characters, Movement and KRE-O CITYVILLE INVASION App from ZYNGA® Pawtucket, R.I. – August 1, 2013 – Dr. Mayhem’s henchmen are invading and it’s up to builders nationwide to keep their city creations safe! Hasbro, Inc. (NASDAQ: HAS), in collaboration with Zynga® (NASDAQ: ZNGA), expands its popular KRE-O construction line with the introduction of the KRE-O CITYVILLE® INVASION collection, brick-based sets which turn ordinary cityscapes into madcap environments where builders’ imaginations can run as wild as Dr. Mayhem. In addition to mischievous new KREON figures including zombies, gorillas, and vampires, several of the KRE-O CITYVILLE INVASION sets include playful sounds and SONIC MOTION TECHNOLOGY, a unique new innovation to the construction category. In each KRE-O CITYVILLE INVASION building set equipped with SONIC MOTION TECHNOLOGY, sound waves trigger specific movements in special KRE-O bricks creating a fun action scene filled with KREON figures spinning, shuffling, and swimming into action! Fans can watch as the helicopter included in the SKYSCRAPER MAYHEM set spins to life or AMY APEKEEPER chases after ZAPE the gorilla before he demolishes the city. “The introduction of KRE-O CITYVILLE INVASION brings a wonderful diversity and playfulness to the construction aisle with its quirky backstory and technological advancements,’ said Kim Boyd, Senior Director Global Brand Marketing, Hasbro, Inc. ‘Together with Zynga, we’re thrilled to give building fans a whole new way to play, both online with the immersive CITYVILLE INVASION app and in physical form as SONIC MOTION TECHNOLOGY makes KRE-O brick-based creations come to life.” The building fun continues digitally with the free ZYNGA KRE-O CITYVILLE INVASION app, developed with kids in mind and available now on the Apple Store or Google Play. -
What Gamification Tells Us About Web Communication
© Media Watch 6 (2) 200-192, 2015 ISSN 0976-0911 e-ISSN 2249-8818 DOI: 10.15655/mw/2015/v6i2/65665 What Gamification Tells Us about Web Communication MARK GOODMAN, DANAE CARLSON, LACI KYLES & NICK GOODMAN Mississippi State University, USA The games that have become a staple on Facebook provide lessons on how to make websites and Internet marketing more successful. We highlight these points that gamers have accomplished: Provide ideological agreement, Create a community, Provide a sense of control or autonomy, Create a way for people to communicate with each other, Recognize gender differences, Provide rewards, and Convince people to commit. Keywords: Gamification, Facebook, Silverpop, Bunchball In Loyalty 3.0, author Rajat Paharia (2013) contends that marketing is entering a new stage, which he describes as one driven by the consumers. In this new consumer age, the consumer is in charge of when and how he or she engages with marketers. Most of the consumer-driven marketing occurs on social media or through Twitter on a smart phone or tablet computer. Research conducted by Silverpop (2013) contends that less than 20 per cent of marketers have developed campaigns that effectively reach consumers when consumers are driving the marketing experience. In its analysis, Silverpop states: Buyers seek the information they want online, on the Web and in social channels, as well as in that persistent nondigital venue commonly known as the real world. Today’s buyers are demanding. They expect sellers to know where they’ve been, what they’ve seen, what they’ve accepted or rejected — whether that behavior happened on their tablet, via their smartphone, or at the local branch office. -
The Year in Video Game Law
Science and Technology Law Review Volume 15 Number 2 Article 15 2012 The Year in Video Game Law W. Keith Robinson Southern Methodist University, Dedman School of Law, [email protected] Xuan-Thao Nguyen Indiana University Robert H. McKinney School of Law, [email protected] Follow this and additional works at: https://scholar.smu.edu/scitech Part of the Computer Law Commons, Intellectual Property Law Commons, Internet Law Commons, and the Science and Technology Law Commons Recommended Citation W. Keith Robinson & Xuan-Thao Nguyen, The Year in Video Game Law, 15 SMU SCI. & TECH. L. REV. 127 (2012) https://scholar.smu.edu/scitech/vol15/iss2/15 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. The Year in Video Game Law Speaker: Professor W. Keith Robinson* INTRODUCTION BY PROFESSOR XUAN-THAO NGUYEN, SMU DEDMAN SCHOOL OF LAW: Professor Nguyen: Good morning, I am so pleased to be able to hold this pamphlet of the past year's cases in my hands. Every year at this sympo- sium you get a copy of the cases from the previous year. This is the result of hard work from law students. And for this particular year-the review of 2011 cases-two of my best students, Ken Jordan and Robert Wilkinson, put numerous hours into preparing this packet. There is something special about law students in general. -
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.