Escolar Documentos
Profissional Documentos
Cultura Documentos
REBECCA WEINBERGER
PAUL GLAZIK
CHRIS PHILLIPS
NANCY LEYVA
ZYNGA INTERNAL ENVIRONMENT
REBECCA WEINBERGER
Analysis
BACKGROUND
Created in 2007 as Presidio Inc. by Mark Pincus
Based out of San Francisco, CA
2010 - Incorporated out of Connecticut and renamed Zynga
2011 - Initial Public Offering on NASDAQ
2014 - Added a new Director to the Board, Dr. Regina Dugan, former V.P. at Google
Owners of several top social media games for mobile/tablets systems such as:
Farmville, Zynga Poker, Mafia Wars, Words with Friends
3
PRIMARY ACTIVITIES
Develop, market and operate social games as live services played over the Internet, social
networking sites and mobile platforms
Generally, all games are free to play and revenue is generated through the in-game sale of
virtual goods, mobile game download fees, and advertising services
Pioneer and innovator of social games and a leader in making play a core activity on the
Internet
Free to play business model
Social games leverage the global connectivity through Internet platforms
Virtual Goods and Paid Downloads
Virtual currency can also be earned for free through game play or accepting promotional
offers from advertising partners
Generate revenue when players purchase mobile game downloads
SUPPORT ACTIVITIES
Financially Head is still above water and Human The market for good programming
assets can be quickly liquidated and coding talent is small: new game
development is key to Zyngas long term
Physical They have several geographical success
locations: many are proprietary to the games
they create Innovation/Creativity Zynga is well prepared
for on-line gaming growth. The move to their
Technological One of the leading game own website platform is an example. But this
developers; own their own gaming rights and can only be achieved with new and interesting
in many cases the coding to those games gaming products
Organizational Although they have an Reputation From a market based view,
organization, we believe the jury is still out on Zynga is a bit of an ugly duckling, but from a
its effectiveness and ability to produce newer, consumer view, theyre a leading game
more popular games developer
Organizational Capabilities:
Excellent at capturing consumers with game qualities (consumers want to keep playing)
Capable of competing on a global level
Zyngas games are leading brands within the mobile gaming industry
7
ZYNGA FINANCIALS
CHRIS PHILLIPS
Analysis
INVESTING INFORMATION
NASDAQ (ZYNG)
American Stock Transfer & Trust Co. LLC Feb 2014 completed purchase of NaturalMotion
No Dividends paid or declared $527 million
Initial offering in 2011 was at $10 p/s; raised Hiring of Dr. Regina Dugan helps legitimize
approx. $96M Zynga R&D and board compliance
SIC 0001439404
7434 Services Computer Processing
& Data Preparation
FINANCIAL POINTS
10
COMPARISONS
1st Qtr 2014 (U.S. $ thousands except where noted)
Zynga (U.S.) Change +/- King Digital (Eng) Change +/- Glu Mobile (U.S.) Change +/-
2014 2013 2014 2013 2014 2013
Revenue 168,020 263,589 -36% 606,709 205,918 195% 44,580 24,605 81%
Operating Expense 53,504 69,394 -23% 195,696 64,014 206% 13,756 8,536 61%
Cash Flow %
from
Operations 0.68 0.74 -0.06 0.68 0.69 -0.01 0.69 0.65 0.04
SG&A 184,773 199,128 -0.07 249,234 76,326 2.27 30,117 21,563 0.40
Profit (70,257) (4,933) 13.24 161,779 65,578 147% 707 -5,494 -113%
11
ZYNGA EXTERNAL ENVIRONMENT
PAUL GLAZIK
Analysis
MOBILE GAMING INDUSTRY
In 2013, 92 percent of iTunes revenue was from games
Mobile gaming revenues are expected to grow at a rate of 19% through 2016
13
OPPORTUNITIES & THREATS
Opportunities: Threats:
New Game development (license new Competition
characters) Relationship with Facebook
Newer markets - Globally Underperforming - Failed
Newer players younger generations games/acquisitions
New platforms to play PCs are not dead Unable to retain new talent
New experiences 3D, even more live Lack of creativity, uniqueness, originality
interaction Underperforming financial market
New Relationships Google, Nintendo Copyright, patent infringements
counterfeit gaming
14
MAJOR COMPETITORS
DENA CO., LTD (Japan) Gree Games (Japan)
Best known game: AntSmasher GREE is a global mobile social company with businesses that
include
Japanese technology firm established in 1999 social gaming, social media, advertising, licensing and
merchandising, and venture capital (direct from GREE business
Company profile states they develop and operate a overview)
broad range of mobile and online services including
games Offers a small catalog of online games
Competes with Zynga through its Mobage game Also offers social media services (Japan only)
service
15
PROFIT SUMMARY
16
ZYNGA STRATEGY AND MARKET
STRATEGIES
NANCY LEYVA
Analysis
ZYNGA STRATEGY
Founded on passion for games and for family and friends
playing together
18
CURRENT STRATEGIES
19
SUSTAINABLE STRATEGIES
Promoting new on-line mobile/tablet/PC website platform www.zynga.com
Facebooks platform will inevitably threaten Zyngas long term revenue, while
its still the largest platform for Zynga users. Using Facebook as a platform
costs Zynga an average of 30% of sales.
Cost Leadership
Continue to find cost cutting measures like closing unprofitable game lines
Keep long term debt low
Continue to re-value the assets of all acquired units
20
MARKET STRATEGY CHARACTERISTICS (BUSINESS MACRO LEVEL)
21
ZYNGA RECOMMENDATIONS
Zynga needs to examine its cost structures and business model compared to competition and
find out why.
Find game platform(s) that are going to be long term and sustainable
Zynga has to differentiate itself somehow from its competitors (license new/old characters)
Zynga currently invests in both mobile and social media gaming. Competition is large and
fierce, Zynga needs to re-focus on what makes them the real market leader while also turning
profits.
Increase advertising/marketing expense; Tell the public, not just social media users, who
Zynga is.
22
RESOURCES:
Yahoo Finance (ZYNG, KING, GLUU)
Google images
SEC.GOV/edgar
23